<?xml version="1.0"?>
<!-- Created with the FfH editor by Kael -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- See the doc/XML_examples folder for an example entry containing all tags. -->
<!-- -->
<!-- Unit Infos -->
<Civ4UnitInfos xmlns="x-schema:CIV4UnitSchema.xml">
	<UnitInfos>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_ATHAME</Class>
			<Type>EQUIPMENT_ATHAME</Type>
			<Capture>EQUIPMENTCLASS_ATHAME</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_ATHAME</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_ATHAME</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_ATHAME</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_BLACK_MIRROR</Class>
			<Type>EQUIPMENT_BLACK_MIRROR</Type>
			<Capture>EQUIPMENTCLASS_BLACK_MIRROR</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_BLACK_MIRROR</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
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				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
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				<UnitMeshGroup>
					<iRequired>1</iRequired>
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			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_BLACK_MIRROR</EquipmentPromotion>
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		<UnitInfo>
			<Class>EQUIPMENTCLASS_CROWN_OF_AKHARIEN</Class>
			<Type>EQUIPMENT_CROWN_OF_AKHARIEN</Type>
			<Capture>EQUIPMENTCLASS_CROWN_OF_AKHARIEN</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_CROWN_OF_AKHARIEN</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_CROWN_OF_AKHARIEN</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
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			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_CROWN_OF_AKHARIEN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_CROWN_OF_AKHARIEN</EquipmentPromotion>
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		<UnitInfo>
			<Class>EQUIPMENTCLASS_CROWN_OF_COMMAND</Class>
			<Type>EQUIPMENT_CROWN_OF_COMMAND</Type>
			<Capture>EQUIPMENTCLASS_CROWN_OF_COMMAND</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_CROWN_OF_COMMAND</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
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			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
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			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
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			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_CROWN_OF_COMMAND</EarlyArtDefineTag>
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			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_CROWN_OF_COMMAND</EquipmentPromotion>
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		<UnitInfo>
			<Class>EQUIPMENTCLASS_DRAGONS_HORDE</Class>
			<Type>EQUIPMENT_DRAGONS_HORDE</Type>
			<Capture>EQUIPMENTCLASS_DRAGONS_HORDE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_DRAGONS_HORDE</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
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			<Buildings>
				<Building>
					<BuildingType>BUILDING_THE_DRAGONS_HORDE</BuildingType>
					<bBuilding>1</bBuilding>
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			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
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			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_DRAGONS_HORDE</EquipmentPromotion>
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		<UnitInfo>
			<Class>EQUIPMENTCLASS_EMPTY_BIER</Class>
			<Type>EQUIPMENT_EMPTY_BIER</Type>
			<Capture>EQUIPMENTCLASS_EMPTY_BIER</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_EMPTY_BIER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_EMPTY_BIER</EarlyArtDefineTag>
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			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_EMPTY_BIER</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_GELA</Class>
			<Type>EQUIPMENT_GELA</Type>
			<Capture>EQUIPMENTCLASS_GELA</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_GELA</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_GELA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_GELA</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_GODSLAYER</Class>
			<Type>EQUIPMENT_GODSLAYER</Type>
			<Capture>EQUIPMENTCLASS_GODSLAYER</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Invisible>INVISIBLE_ALL</Invisible>
			<Description>TXT_KEY_EQUIPMENT_GODSLAYER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
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			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
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					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_GODSLAYER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_GODSLAYER</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_GOLDEN_HAMMER</Class>
			<Type>EQUIPMENT_GOLDEN_HAMMER</Type>
			<Capture>EQUIPMENTCLASS_GOLDEN_HAMMER</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_ENGINEER</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_GOLDEN_HAMMER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_GOLDEN_HAMMER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_GOLDEN_HAMMER</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_GOLDEN_HAMMER</Class>
			<Type>EQUIPMENT_GOLDEN_HAMMER_NEW</Type>
			<Capture>EQUIPMENTCLASS_GOLDEN_HAMMER</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_ENGINEER</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_GOLDEN_HAMMER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
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				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_GOLDEN_HAMMER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_GOLDEN_HAMMER</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_HEALING_SALVE</Class>
			<Type>EQUIPMENT_HEALING_SALVE</Type>
			<Capture>EQUIPMENTCLASS_HEALING_SALVE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_HEALING_SALVE</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_HEALING_SALVE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_HEALING_SALVE</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_INFERNAL_GRIMOIRE</Class>
			<Type>EQUIPMENT_INFERNAL_GRIMOIRE</Type>
			<Capture>EQUIPMENTCLASS_INFERNAL_GRIMOIRE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_INFERNAL_GRIMOIRE</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_INFERNAL_GRIMOIRE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_INFERNAL_GRIMOIRE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_INFERNAL_GRIMOIRE</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_JADE_TORC</Class>
			<Type>EQUIPMENT_JADE_TORC</Type>
			<Capture>EQUIPMENTCLASS_JADE_TORC</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_JADE_TORC</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_JADE_TORC</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_JADE_TORC</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_NETHER_BLADE</Class>
			<Type>EQUIPMENT_NETHER_BLADE</Type>
			<Capture>EQUIPMENTCLASS_NETHER_BLADE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_NETHER_BLADE</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_NETHER_BLADE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_NETHER_BLADE</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_ORTHUSS_AXE</Class>
			<Type>EQUIPMENT_ORTHUSS_AXE</Type>
			<Capture>EQUIPMENTCLASS_ORTHUSS_AXE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_ORTHUSS_AXE</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_ORTHUSS_AXE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_ORTHUSS_AXE</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_PIECES_OF_BARNAXUS</Class>
			<Type>EQUIPMENT_PIECES_OF_BARNAXUS</Type>
			<Capture>EQUIPMENTCLASS_PIECES_OF_BARNAXUS</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_PIECES_OF_BARNAXUS</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_PIECES_OF_BARNAXUS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_PIECES_OF_BARNAXUS</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_POTION_OF_INVISIBILITY</Class>
			<Type>EQUIPMENT_POTION_OF_INVISIBILITY</Type>
			<Capture>EQUIPMENTCLASS_POTION_OF_INVISIBILITY</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_POTION_OF_INVISIBILITY</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_POTION_OF_INVISIBILITY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_POTION_OF_INVISIBILITY</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_POTION_OF_RESTORATION</Class>
			<Type>EQUIPMENT_POTION_OF_RESTORATION</Type>
			<Capture>EQUIPMENTCLASS_POTION_OF_RESTORATION</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_POTION_OF_RESTORATION</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_POTION_OF_RESTORATION</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_POTION_OF_RESTORATION</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_ROD_OF_WINDS</Class>
			<Type>EQUIPMENT_ROD_OF_WINDS</Type>
			<Capture>EQUIPMENTCLASS_ROD_OF_WINDS</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_ROD_OF_WINDS</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_RODS_OF_WINDS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_ROD_OF_WINDS</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_SCORCHED_STAFF</Class>
			<Type>EQUIPMENT_SCORCHED_STAFF</Type>
			<Capture>EQUIPMENTCLASS_SCORCHED_STAFF</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_SCORCHED_STAFF</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_SCORCHED_STAFF</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_SCORCHED_STAFF</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_STAFF_OF_SOULS</Class>
			<Type>EQUIPMENT_STAFF_OF_SOULS</Type>
			<Capture>EQUIPMENTCLASS_STAFF_OF_SOULS</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_STAFF_OF_SOULS</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_STAFF_OF_SOULS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_STAFF_OF_SOULS</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_SYLIVENS_PERFECT_LYRE</Class>
			<Type>EQUIPMENT_SYLIVENS_PERFECT_LYRE</Type>
			<Capture>EQUIPMENTCLASS_SYLIVENS_PERFECT_LYRE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_SYLIVENS_PERFECT_LYRE</Description>
			<Civilopedia>TXT_KEY_EQUIPMENT_SYLIVENS_PERFECT_LYRE_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_SYLIVENS_PERFECT_LYRE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_SYLIVENS_PERFECT_LYRE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_SYLIVENS_PERFECT_LYRE</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_TIMOR_MASK</Class>
			<Type>EQUIPMENT_TIMOR_MASK</Type>
			<Capture>EQUIPMENTCLASS_TIMOR_MASK</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_TIMOR_MASK</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_TIMOR_MASK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_TIMOR_MASK</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_TREASURE</Class>
			<Type>EQUIPMENT_TREASURE</Type>
			<Capture>EQUIPMENTCLASS_TREASURE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_TREASURE</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_TREASURE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_INVISIBLE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bObject>1</bObject>
		</UnitInfo>
		<UnitInfo>
			<Class>EQUIPMENTCLASS_WAR</Class>
			<Type>EQUIPMENT_WAR</Type>
			<Capture>EQUIPMENTCLASS_WAR</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
			<Description>TXT_KEY_EQUIPMENT_WAR</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bQuickCombat>1</bQuickCombat>
			<bMechanized>1</bMechanized>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_EQUIPMENT_WAR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bObject>1</bObject>
			<EquipmentPromotion>PROMOTION_WAR</EquipmentPromotion>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ABASHI</Class>
			<Type>UNIT_ABASHI</Type>
			<Combat>UNITCOMBAT_BEAST</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ABASHI</Description>
			<Civilopedia>TXT_KEY_UNIT_ABASHI_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ABASHI_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bCanMoveImpassable>1</bCanMoveImpassable>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<PrereqTech>TECH_DIVINE_ESSENCE</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_MILITARY</FlavorType>
					<iFlavor>10</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>200</iAIWeight>
			<iCost>360</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>3</iMoves>
			<iCombat>21</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>42</iAsset>
			<iPower>60</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ABASHI</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MAGIC_IMMUNE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_DISEASE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DRAGON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>21</iCombatDefense>
			<iTier>4</iTier>
		<PrereqCiv>CIVILIZATION_SHEAIM</PrereqCiv>
			<Image>Art/Interface/Popups/Abashi the Black Dragon.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ACHERON</Class>
			<Type>UNIT_ACHERON</Type>
			<Combat>UNITCOMBAT_BEAST</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ACHERON</Description>
			<Civilopedia>TXT_KEY_UNIT_ACHERON_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_MILITARY</FlavorType>
					<iFlavor>10</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>200</iAIWeight>
			<iCost>25</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>3</iMoves>
			<iCombat>19</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>38</iAsset>
			<iPower>70</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ACHERON</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MAGIC_IMMUNE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_DISEASE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DRAGON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_STONESKIN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>19</iCombatDefense>
			<iTier>4</iTier>
		<PrereqCiv>CIVILIZATION_BARBARIAN</PrereqCiv>
			<Image>Art/Interface/Popups/Acheron the Red Dragon.dds</Image>
			<PythonPostCombatLost>postCombatAcheron(pCaster,pOpponent)</PythonPostCombatLost>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ADEPT</Class>
			<Type>UNIT_ADEPT</Type>
			<Combat>UNITCOMBAT_ADEPT</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MAGE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ADEPT</Description>
			<Civilopedia>TXT_KEY_UNIT_ADEPT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ADEPT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MAGE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_WARWIZARD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MANA_UPGRADE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_TERRAFORMER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds>
				<Build>
					<BuildType>BUILD_MANA_AIR</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_BODY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_CHAOS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_DEATH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_EARTH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENCHANTMENT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENTROPY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_FIRE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LAW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LIFE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_METAMAGIC</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_MIND</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_NATURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SPIRIT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_WATER</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SHADOW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SUN</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqTech>TECH_KNOWLEDGE_OF_THE_ETHER</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>8</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>90</iCost>
			<iMoves>1</iMoves>
			<iWorkRate>300</iWorkRate>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ADEPT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>3</iCombatDefense>
			<iFreePromotionPick>1</iFreePromotionPick>
			<iTier>2</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_MAGE_GUILD</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ADEPT</Class>
			<Type>UNIT_IMP</Type>
			<Combat>UNITCOMBAT_ADEPT</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MAGE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_IMP</Description>
			<Civilopedia>TXT_KEY_UNIT_IMP_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ADEPT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MAGE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_WARWIZARD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MANA_UPGRADE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_TERRAFORMER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds>
				<Build>
					<BuildType>BUILD_MANA_AIR</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_BODY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_CHAOS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_DEATH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_EARTH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENCHANTMENT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENTROPY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_FIRE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LAW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LIFE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_METAMAGIC</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_MIND</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_NATURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SPIRIT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_WATER</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SHADOW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SUN</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqTech>TECH_KNOWLEDGE_OF_THE_ETHER</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>8</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>90</iCost>
			<iMoves>1</iMoves>
			<iWorkRate>300</iWorkRate>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_IMP</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FIRE_RESISTANCE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>3</iCombatDefense>
			<iFreePromotionPick>1</iFreePromotionPick>
			<iTier>2</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_MAGE_GUILD</PrereqBuildingClass>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ADEPT</Class>
			<Type>UNIT_SHAMAN</Type>
			<Combat>UNITCOMBAT_ADEPT</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MAGE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SHAMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_ADEPT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ADEPT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MAGE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_WARWIZARD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MANA_UPGRADE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_TERRAFORMER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds>
				<Build>
					<BuildType>BUILD_MANA_AIR</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_BODY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_CHAOS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_DEATH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_EARTH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENCHANTMENT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENTROPY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_FIRE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LAW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LIFE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_METAMAGIC</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_MIND</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_NATURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SPIRIT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_WATER</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SHADOW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SUN</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqTech>TECH_KNOWLEDGE_OF_THE_ETHER</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>8</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>90</iCost>
			<iMoves>1</iMoves>
			<iWorkRate>300</iWorkRate>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ADEPT_DOVIELLO</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>3</iCombatDefense>
			<iFreePromotionPick>1</iFreePromotionPick>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ADVENTURER</Class>
			<Type>UNIT_ADVENTURER</Type>
			<UniqueNames>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_1</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_2</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_3</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_4</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_5</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_6</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_7</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_8</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_9</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_10</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_11</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_12</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_13</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_14</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_15</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_16</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_17</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_18</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_19</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ADVENTURER_20</UniqueName>
			</UniqueNames>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ADVENTURER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ADVENTURER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bOnlyDefensive>1</bOnlyDefensive>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ADEPT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_WARRIOR</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SCOUT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GRIGORI_MEDIC</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>	
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_HERO</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>2</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>2</iAsset>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ADVENTURER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>2</iCombatDefense>
			<iTier>2</iTier>
			<PrereqCiv>CIVILIZATION_GRIGORI</PrereqCiv>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AIR_ELEMENTAL</Class>
			<Type>UNIT_AIR_ELEMENTAL</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AIR_ELEMENTAL</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AIR_ELEMENTAL_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>10</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AIR_ELEMENTAL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FLYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ELEMENTAL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_LIGHTNING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>5</iCombatDefense>
			<iTier>4</iTier>
			<UnitCreateFromCombat>UNIT_LIGHTNING_ELEMENTAL</UnitCreateFromCombat>
			<iUnitCreateFromCombatChance>100</iUnitCreateFromCombatChance>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_LIGHTNING</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_AIR</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ALAZKAN</Class>
			<Type>UNIT_ALAZKAN</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_ALAZKAN</Description>
			<Civilopedia>TXT_KEY_UNIT_ALAZKAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ALAZKAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<PrereqTech>TECH_POISONS</PrereqTech>
			<iCost>120</iCost>
			<iMoves>2</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityAttack>-50</iCityAttack>
			<iCityDefense>-50</iCityDefense>
			<iAsset>9</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ALAZKAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARKSMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HIDDEN_NATIONALITY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DARK_ELF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_BLACK_MIRROR</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bImmuneToDefensiveStrike>1</bImmuneToDefensiveStrike>
			<iCombatDefense>4</iCombatDefense>
			<iTier>3</iTier>
		<PrereqCiv>CIVILIZATION_SVARTALFAR</PrereqCiv>
			<Image>Art/Interface/Popups/Alazkan.dds</Image>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ANGEL</Class>
			<Type>UNIT_ANGEL</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ANGEL</Description>
			<Civilopedia>TXT_KEY_UNIT_ANGEL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANGEL_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_VALKYRIE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SERAPH</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HERALD</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_OPHANIM</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_REPENTANT_ANGEL</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ANGEL_OF_DEATH</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iAsset>6</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>2.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ANGEL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ANGEL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>4</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqCiv>CIVILIZATION_MERCURIANS</PrereqCiv>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_HOLY</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ANGEL_OF_DEATH</Class>
			<Type>UNIT_ANGEL_OF_DEATH</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_ANGEL_OF_DEATH</Description>
			<Civilopedia>TXT_KEY_UNIT_ANGEL_OF_DEATH_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANGEL_OF_DEATH_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bRivalTerritory>1</bRivalTerritory>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bInvestigate>1</bInvestigate>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_GUILDS</PrereqTech>
			<iCost>0</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iAsset>16</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ANGEL_OF_DEATH</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARKSMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ANGEL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_VILE_TOUCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_INVISIBLE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>6</iCombatDefense>
			<iMinLevel>4</iMinLevel>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqCiv>CIVILIZATION_MERCURIANS</PrereqCiv>
			<PythonPostCombatWon>postCombatReducePopulation(pCaster,pOpponent)</PythonPostCombatWon>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_HOLY</DamageType>
					<iCombat>3</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARCANE_BARGE</Class>
			<Type>UNIT_ARCANE_BARGE</Type>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ASSAULT_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ARCANE_BARGE</Description>
			<Civilopedia>TXT_KEY_UNIT_ARCANE_BARGE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ARCANE_BARGE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_ASTRONOMY</PrereqTech>
			<TechTypes>
					<PrereqTech>TECH_SORCERY</PrereqTech>
			</TechTypes>
			<PrereqBonuses>
					 <BonusType>BONUS_MANA_FIRE</BonusType>
			</PrereqBonuses>
			<iCost>250</iCost>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>3</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>3</iCargo>
			<iAsset>7</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>2.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ARCANE_BARGE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FIRE2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>8</iCombatDefense>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARCHER</Class>
			<Type>UNIT_ARCHER</Type>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ARCHER</Description>
			<Civilopedia>TXT_KEY_UNIT_ARCHER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ARCHER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LONGBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CROSSBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HORSE_ARCHER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_ARCHERY</PrereqTech>
			<iCost>60</iCost>
			<iMoves>1</iMoves>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityDefense>25</iCityDefense>
			<iHillsDefense>25</iHillsDefense>
			<iConscription>2</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ARCHER</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ARCHER</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ARCHER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>5</iCombatDefense>
			<iDefensiveStrikeChance>20</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>10</iDefensiveStrikeDamage>
			<iTier>2</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_ARCHERY_RANGE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARCHER</Class>
			<Type>UNIT_ARCHER_SCORPION_CLAN</Type>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ARCHER_SCORPION_CLAN</Description>
			<Civilopedia>TXT_KEY_UNIT_ARCHER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ARCHER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_ARCHERY</PrereqTech>
			<iCost>-1</iCost>
			<iMoves>1</iMoves>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityDefense>25</iCityDefense>
			<iHillsDefense>25</iHillsDefense>
			<iConscription>2</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
			<iGroupSize>5</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>5</iMeleeWaveSize>
			<iRangedWaveSize>5</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>5</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ARCHER_SCORPION_CLAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ORC</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>5</iCombatDefense>
			<iDefensiveStrikeChance>20</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>10</iDefensiveStrikeDamage>
			<iTier>2</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_ARCHERY_RANGE</PrereqBuildingClass>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARCHER</Class>
			<Type>UNIT_DWARVEN_SLINGER</Type>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DWARVEN_SLINGER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ARCHER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CROSSBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_ARCHERY</PrereqTech>
			<iCost>60</iCost>
			<iMoves>1</iMoves>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityDefense>25</iCityDefense>
			<iHillsDefense>25</iHillsDefense>
			<iConscription>2</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DWARVEN_SLINGER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DWARF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>5</iCombatDefense>
			<iDefensiveStrikeChance>20</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>10</iDefensiveStrikeDamage>
			<iTier>2</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_ARCHERY_RANGE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARCHER</Class>
			<Type>UNIT_JAVELIN_THROWER</Type>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_JAVELIN_THROWER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ARCHER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LONGBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CROSSBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HORSE_ARCHER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_ARCHERY</PrereqTech>
			<iCost>90</iCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityDefense>25</iCityDefense>
			<iHillsDefense>25</iHillsDefense>
			<iConscription>2</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_JAVELIN_THROWER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>4</iCombatDefense>
			<iDefensiveStrikeChance>20</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>10</iDefensiveStrikeDamage>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARCHMAGE</Class>
			<Type>UNIT_ARCHMAGE</Type>
			<Combat>UNITCOMBAT_ADEPT</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ARCHMAGE</Description>
			<Civilopedia>TXT_KEY_UNIT_ARCHMAGE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ARCHMAGE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds>
				<Build>
					<BuildType>BUILD_MANA_AIR</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_BODY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_CHAOS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_DEATH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_EARTH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENCHANTMENT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENTROPY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_FIRE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LAW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LIFE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_METAMAGIC</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_MIND</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_NATURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SPIRIT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_WATER</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SHADOW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SUN</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqTech>TECH_STRENGTH_OF_WILL</PrereqTech>
			<BonusType>BONUS_REAGENTS</BonusType>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>32</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>300</iAIWeight>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iWorkRate>400</iWorkRate>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>10</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ARCHMAGE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>5</iCombatDefense>
			<iFreePromotionPick>1</iFreePromotionPick>
			<iMinLevel>6</iMinLevel>
			<iTier>4</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARCHMAGE</Class>
			<Type>UNIT_EATER_OF_DREAMS</Type>
			<Combat>UNITCOMBAT_ADEPT</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EATER_OF_DREAMS</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EATER_OF_DREAMS_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_WARWIZARD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds>
				<Build>
					<BuildType>BUILD_MANA_AIR</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_BODY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_CHAOS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_DEATH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_EARTH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENCHANTMENT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENTROPY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_FIRE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LAW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LIFE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_METAMAGIC</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_MIND</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_NATURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SPIRIT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_WATER</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SHADOW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SUN</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqTech>TECH_STRENGTH_OF_WILL</PrereqTech>
			<BonusType>BONUS_REAGENTS</BonusType>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>32</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>300</iAIWeight>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iWorkRate>400</iWorkRate>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>10</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_EATER_OF_DREAMS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>5</iCombatDefense>
			<iFreePromotionPick>1</iFreePromotionPick>
			<iMinLevel>6</iMinLevel>
			<iTier>4</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARQUEBUS</Class>
			<Type>UNIT_ARQUEBUS</Type>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ARQUEBUS</Description>
			<Civilopedia>TXT_KEY_UNIT_ARQUEBUS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ARQUEBUS_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_BLASTING_POWDER</PrereqTech>
			<BonusType>BONUS_GUNPOWDER</BonusType>
			<iCost>180</iCost>
			<iMoves>1</iMoves>
			<iCombat>10</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iConscription>4</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iAsset>20</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ARQUEBUS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>10</iCombatDefense>
			<iDefensiveStrikeChance>30</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>15</iDefensiveStrikeDamage>
			<iTier>4</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARS</Class>
			<Type>UNIT_ARS</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ARS</Description>
			<Civilopedia>TXT_KEY_UNIT_ARS_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>3</iMoves>
			<iCombat>13</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>26</iAsset>
			<iPower>100</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ARS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FEAR</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MAGIC_IMMUNE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_VILE_TOUCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FLYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_STAFF_OF_SOULS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAutoRaze>1</bAutoRaze>
			<iCombatDefense>13</iCombatDefense>
			<iTier>4</iTier>
			<Image>Art/Interface/Popups/Ars.dds</Image>
			<UnitCreateFromCombat>UNIT_WRAITH</UnitCreateFromCombat>
			<iUnitCreateFromCombatChance>100</iUnitCreateFromCombatChance>
			<PythonPostCombatLost>postCombatArs(pCaster,pOpponent)</PythonPostCombatLost>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_DEATH</DamageType>
					<iCombat>11</iCombat>
				</DamageTypeCombat>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>5</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARTHENDAIN</Class>
			<Type>UNIT_ARTHENDAIN</Type>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ARTHENDAIN</Description>
			<Civilopedia>TXT_KEY_UNIT_ARTHENDAIN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ARTHENDAIN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<ReligionType>RELIGION_RUNES_OF_KILMORPH</ReligionType>
			<StateReligion>RELIGION_RUNES_OF_KILMORPH</StateReligion>
			<PrereqReligion>RELIGION_RUNES_OF_KILMORPH</PrereqReligion>
			<PrereqTech>TECH_MEDICINE</PrereqTech>
			<iAIWeight>200</iAIWeight>
			<iCost>180</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>9</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>18</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ARTHENDAIN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_DISEASE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DIVINE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_LIFE2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DWARF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAbandon>1</bAbandon>
			<iCombatDefense>9</iCombatDefense>
			<iDefensiveStrikeChance>40</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>20</iDefensiveStrikeDamage>
			<iTier>4</iTier>
			<Image>Art/Interface/Popups/Arthendain.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ARTIST</Class>
			<Type>UNIT_ARTIST</Type>
			<UniqueNames>
				<UniqueName>TXT_KEY_UNIT_ARTIST_1</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_2</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_3</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_4</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_5</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_6</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_7</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_8</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_9</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_10</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_11</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_12</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_13</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_14</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_15</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_16</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_17</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_18</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_19</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ARTIST_20</UniqueName>
			</UniqueNames>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ARTIST</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GREAT_ARTIST</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_PEOPLE_PEDIA</Civilopedia>
			<Advisor>ADVISOR_CULTURE</Advisor>
			<bOnlyDefensive>1</bOnlyDefensive>
			<bGoldenAge>1</bGoldenAge>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ARTIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PROPHET</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<GreatPeoples>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GREAT_ARTIST</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
			</GreatPeoples>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_SONG_OF_AUTUMN</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_CULTURE</FlavorType>
					<iFlavor>3</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>2</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iBaseDiscover>1000</iBaseDiscover>
			<iDiscoverMultiplier>2</iDiscoverMultiplier>
			<iGreatWorkCulture>4000</iGreatWorkCulture>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ARTIST</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bCanMoveLimitedBorders>1</bCanMoveLimitedBorders>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ASSASSIN</Class>
			<Type>UNIT_ASSASSIN</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_ASSASSIN</Description>
			<Civilopedia>TXT_KEY_UNIT_ASSASSIN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ASSASSIN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SHADOW</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MARKSMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_POISONS</PrereqTech>
			<iCost>120</iCost>
			<iMoves>2</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityAttack>-50</iCityAttack>
			<iCityDefense>-50</iCityDefense>
			<iAsset>7</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ASSASSIN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARKSMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bImmuneToDefensiveStrike>1</bImmuneToDefensiveStrike>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>3</iCombatDefense>
			<iTier>3</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_HUNTING_LODGE</PrereqBuildingClass>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ASSASSIN</Class>
			<Type>UNIT_CHANTER</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_CHANTER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CHANTER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SHADOW</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MARKSMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_POISONS</PrereqTech>
			<iCost>120</iCost>
			<iMoves>2</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityAttack>-50</iCityAttack>
			<iCityDefense>-50</iCityDefense>
			<iAsset>7</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CHANTER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARKSMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bImmuneToDefensiveStrike>1</bImmuneToDefensiveStrike>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>3</iCombatDefense>
			<iTier>3</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_HUNTING_LODGE</PrereqBuildingClass>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ASSASSIN</Class>
			<Type>UNIT_DEVOUT</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_DEVOUT</Description>
			<Civilopedia>TXT_KEY_UNIT_DEVOUT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DEVOUT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bRivalTerritory>1</bRivalTerritory>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SHADOW</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PRIEST_OF_KILMORPH</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PRIEST_OF_THE_ORDER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PRIEST_OF_LEAVES</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PRIEST_OF_THE_EMPYREAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_POISONS</PrereqTech>
			<iCost>120</iCost>
			<iMoves>2</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-50</iCityAttack>
			<iCityDefense>-50</iCityDefense>
			<iAsset>7</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DEVOUT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_LIFE1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bImmuneToDefensiveStrike>1</bImmuneToDefensiveStrike>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>5</iCombatDefense>
			<iTier>3</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_HUNTING_LODGE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ASSASSIN</Class>
			<Type>UNIT_GHOST</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_GHOST</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GHOST_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SHADOW</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MARKSMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_POISONS</PrereqTech>
			<iCost>120</iCost>
			<iMoves>2</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityAttack>-50</iCityAttack>
			<iCityDefense>-50</iCityDefense>
			<iAsset>7</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GHOST</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARKSMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HIDDEN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_STEALTH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bImmuneToDefensiveStrike>1</bImmuneToDefensiveStrike>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>3</iCombatDefense>
			<iTier>3</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_HUNTING_LODGE</PrereqBuildingClass>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ASSASSIN</Class>
			<Type>UNIT_LIZARDMAN_ASSASSIN</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_ASSASSIN</Description>
			<Civilopedia>TXT_KEY_UNIT_ASSASSIN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ASSASSIN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SHADOW</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MARKSMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_POISONS</PrereqTech>
			<iCost>120</iCost>
			<iMoves>2</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityAttack>-50</iCityAttack>
			<iCityDefense>-50</iCityDefense>
			<iAsset>7</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ASSASSIN_CLAN_OF_EMBERS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARKSMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_LIZARDMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bImmuneToDefensiveStrike>1</bImmuneToDefensiveStrike>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>3</iCombatDefense>
			<iTier>3</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_HUNTING_LODGE</PrereqBuildingClass>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ASSASSIN</Class>
			<Type>UNIT_TASKMASTER</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_TASKMASTER</Description>
			<Civilopedia>TXT_KEY_UNIT_TASKMASTER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TASKMASTER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SHADOW</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MARKSMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_POISONS</PrereqTech>
			<iCost>120</iCost>
			<iMoves>2</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-50</iCityAttack>
			<iCityDefense>-50</iCityDefense>
			<iAsset>7</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TASKMASTER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARKSMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bImmuneToDefensiveStrike>1</bImmuneToDefensiveStrike>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>3</iCombatDefense>
			<iEnslavementChance>25</iEnslavementChance>
			<iTier>3</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_HUNTING_LODGE</PrereqBuildingClass>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AUREALIS</Class>
			<Type>UNIT_AUREALIS</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AUREALIS</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AUREALIS_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>12</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AUREALIS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ELEMENTAL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>6</iCombatDefense>
			<iTier>4</iTier>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_SUN</BonusType>
					<iAffinity>2</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AURIC</Class>
			<Type>UNIT_AURIC</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_LEADER_AURIC</Description>
			<Civilopedia>TXT_KEY_LEADER_AURIC_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AURIC</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<Image>Art/Interface/Popups/Auric.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AURIC_ASCENDED</Class>
			<Type>UNIT_AURIC_ASCENDED</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_LAND</SeeInvisible>
			<Description>TXT_KEY_UNIT_AURIC_ASCENDED</Description>
			<Civilopedia>TXT_KEY_LEADER_AURIC_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>3</iMoves>
			<iCombat>30</iCombat>
			<iXPValueAttack>80</iXPValueAttack>
			<iXPValueDefense>40</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>400</iAsset>
			<iPower>200</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AURIC_ASCENDED</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FLYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_AVATAR</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>30</iCombatDefense>
			<iTier>4</iTier>
			<Image>Art/Interface/Popups/Auric Ascended.dds</Image>
			<PythonPostCombatLost>postCombatAuricAscendedLost(pCaster,pOpponent)</PythonPostCombatLost>
			<PythonPostCombatWon>postCombatAuricAscendedWon(pCaster,pOpponent)</PythonPostCombatWon>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_COLD</DamageType>
					<iCombat>30</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AXEMAN</Class>
			<Type>UNIT_AXEMAN</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AXEMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_AXEMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AXEMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CHAMPION</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CHARIOT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<iCost>60</iCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>10</iCityAttack>
			<iConscription>2</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AXEMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AXEMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AXEMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AXEMAN</Class>
			<Type>UNIT_MOROI</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MOROI</Description>
			<Civilopedia>TXT_KEY_UNIT_MOROI_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MOROI_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CHAMPION</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CHARIOT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<iCost>60</iCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>10</iCityAttack>
			<iConscription>2</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MOROI</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AXEMAN</Class>
			<Type>UNIT_PYRE_ZOMBIE</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PYRE_ZOMBIE</Description>
			<Civilopedia>TXT_KEY_UNIT_PYRE_ZOMBIE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PYRE_ZOMBIE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<iCost>60</iCost>
			<iMoves>1</iMoves>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>10</iCityAttack>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PYRE_ZOMBIE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_UNDEAD</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FIRE_RESISTANCE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bExplodeInCombat>1</bExplodeInCombat>
			<iCombatDefense>3</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PythonPostCombatLost>postCombatExplode(pCaster,pOpponent)</PythonPostCombatLost>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_FIRE</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AXEMAN</Class>
			<Type>UNIT_SONS_OF_ASENA</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SONS_OF_ASENA</Description>
			<Civilopedia>TXT_KEY_UNIT_SONS_OF_ASENA_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AXEMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CHAMPION</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CHARIOT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<iCost>60</iCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>10</iCityAttack>
			<iConscription>2</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AXEMAN_DOVIELLO</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AXEMAN_DOVIELLO</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AXEMAN_DOVIELLO</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bDisableUpgradeTo>1</bDisableUpgradeTo>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AXEMAN</Class>
			<Type>UNIT_SWORDSMAN</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SWORDSMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_AXEMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AXEMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CHAMPION</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CHARIOT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<iCost>60</iCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>10</iCityAttack>
			<iConscription>2</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AXEMAN</Class>
			<Type>UNIT_WOOD_GOLEM</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WOOD_GOLEM</Description>
			<Civilopedia>TXT_KEY_UNIT_WOOD_GOLEM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WOOD_GOLEM_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_SCULPTORS_STUDIO</PrereqBuilding>
			<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
			<iCost>90</iCost>
			<iMoves>1</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>6</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WOOD_GOLEM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_VULNERABLE_TO_FIRE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_GOLEM</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bDisableUpgradeTo>1</bDisableUpgradeTo>
			<iCombatDefense>6</iCombatDefense>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_AZER</Class>
			<Type>UNIT_AZER</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AZER</Description>
			<Civilopedia>TXT_KEY_UNIT_AZER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>3</iCombat>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AZER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FLYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_FIRE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ELEMENTAL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bExplodeInCombat>1</bExplodeInCombat>
			<iCombatDefense>3</iCombatDefense>
			<iTier>3</iTier>
			<PythonPostCombatLost>postCombatExplode(pCaster,pOpponent)</PythonPostCombatLost>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_FIRE</DamageType>
					<iCombat>3</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BABY_SPIDER</Class>
			<Type>UNIT_BABY_SPIDER</Type>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_BABY_SPIDER</Description>
			<Civilopedia>TXT_KEY_UNIT_GIANT_SPIDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>1</bAnimal>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>2</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-25</iCityAttack>
			<iPower>2</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BABY_SPIDER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>2</iCombatDefense>
			<UnitConvertFromCombat>UNIT_GIANT_SPIDER</UnitConvertFromCombat>
			<iUnitConvertFromCombatChance>20</iUnitConvertFromCombatChance>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BAMBUR</Class>
			<Type>UNIT_BAMBUR</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BAMBUR</Description>
			<Civilopedia>TXT_KEY_UNIT_BAMBUR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BAMBUR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<ReligionType>RELIGION_RUNES_OF_KILMORPH</ReligionType>
			<StateReligion>RELIGION_RUNES_OF_KILMORPH</StateReligion>
			<PrereqReligion>RELIGION_RUNES_OF_KILMORPH</PrereqReligion>
			<PrereqTech>TECH_ARETE</PrereqTech>
			<iAIWeight>200</iAIWeight>
			<iCost>180</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>7</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BAMBUR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ENCHANTED_BLADE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ENCHANTMENT1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DWARF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAbandon>1</bAbandon>
			<iCombatDefense>5</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
			<Image>Art/Interface/Popups/Bambur.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BARNAXUS</Class>
			<Type>UNIT_BARNAXUS</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BARNAXUS</Description>
			<Civilopedia>TXT_KEY_UNIT_BARNAXUS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BARNAXUS_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
			<iCost>180</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>5</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BARNAXUS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_GOLEM</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_PIECES_OF_BARNAXUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>5</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
		<PrereqCiv>CIVILIZATION_LUCHUIRP</PrereqCiv>
			<Image>Art/Interface/Popups/Barnaxus.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BASIUM</Class>
			<Type>UNIT_BASIUM</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BASIUM</Description>
			<Civilopedia>TXT_KEY_LEADER_BASIUM_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<iCost>240</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>7</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>14</iAsset>
			<iPower>45</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BASIUM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_LOYALTY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ANGEL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>7</iCombatDefense>
			<iModifyGlobalCounter>5</iModifyGlobalCounter>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
		<PrereqCiv>CIVILIZATION_MERCURIANS</PrereqCiv>
			<Image>Art/Interface/Popups/Basium.dds</Image>
			<PythonPostCombatLost>postCombatBasium(pCaster,pOpponent)</PythonPostCombatLost>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_HOLY</DamageType>
					<iCombat>4</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BATTERING_RAM</Class>
			<Type>UNIT_BATTERING_RAM</Type>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BATTERING_RAM</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BATTERING_RAM_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bMechanized>1</bMechanized>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>1</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iBombardRate>25</iBombardRate>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>1</iAsset>
			<iPower>1</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BATTERING_RAM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>1</iCombatDefense>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BEAR</Class>
			<Type>UNIT_BEAR</Type>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BEAR</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BEAR_STRATEGY</Strategy>
			<bAnimal>1</bAnimal>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_DANCING_BEAR</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-25</iCityAttack>
			<FeatureNatives>
				<FeatureNative>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<bFeatureNative>1</bFeatureNative>
				</FeatureNative>
				<FeatureNative>
					<FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
					<bFeatureNative>1</bFeatureNative>
				</FeatureNative>
			</FeatureNatives>
			<iPower>4</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BEAR</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BABY_BEAR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>5</iCombatDefense>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BEAR</Class>
			<Type>UNIT_POLAR_BEAR</Type>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_POLAR_BEAR</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BEAR_STRATEGY</Strategy>
			<bAnimal>1</bAnimal>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_DANCING_BEAR</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-25</iCityAttack>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<iPower>5</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_POLAR_BEAR</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BABY_POLAR_BEAR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_WINTERBORN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>5</iCombatDefense>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BEAST_OF_AGARES</Class>
			<Type>UNIT_BEAST_OF_AGARES</Type>
			<Combat>UNITCOMBAT_BEAST</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BEAST_OF_AGARES</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BEAST_OF_AGARES_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_THE_ASHEN_VEIL</ReligionType>
			<StateReligion>RELIGION_THE_ASHEN_VEIL</StateReligion>
			<PrereqReligion>RELIGION_THE_ASHEN_VEIL</PrereqReligion>
			<PrereqBuilding>BUILDING_TEMPLE_OF_THE_VEIL</PrereqBuilding>
			<PrereqTech>TECH_MALEVOLENT_DESIGNS</PrereqTech>
			<iCost>120</iCost>
			<iMoves>2</iMoves>
			<iCombat>11</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_PALADIN</UnitClassType>
					<iUnitClassMod>25</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<iAsset>22</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BEAST_OF_AGARES</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>11</iCombatDefense>
			<iModifyGlobalCounter>1</iModifyGlobalCounter>
			<iTier>4</iTier>
			<PythonPostCombatWon>postCombatConsumePaladin(pCaster,pOpponent)</PythonPostCombatWon>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>5</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BEASTMASTER</Class>
			<Type>UNIT_BEASTMASTER</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_BEASTMASTER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BEASTMASTER_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_GROVE</PrereqBuilding>
			<PrereqTech>TECH_ANIMAL_MASTERY</PrereqTech>
			<iCost>240</iCost>
			<iMoves>2</iMoves>
			<iWorkRate>100</iWorkRate>
			<iCombat>14</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-20</iCityAttack>
			<iAnimalCombat>50</iAnimalCombat>
			<SpecialCargo>SPECIALUNIT_BIRD</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>1</iCargo>
			<iAsset>28</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>4</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>4</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BEASTMASTER</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PANTHER</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BEAR</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WOLF</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>14</iCombatDefense>
			<iTier>4</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BEASTMASTER</Class>
			<Type>UNIT_LIZARDMAN_BEASTMASTER</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_LIZARDMAN_BEASTMASTER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BEASTMASTER_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_GROVE</PrereqBuilding>
			<PrereqTech>TECH_ANIMAL_MASTERY</PrereqTech>
			<iCost>240</iCost>
			<iMoves>2</iMoves>
			<iWorkRate>100</iWorkRate>
			<iCombat>14</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-20</iCityAttack>
			<iAnimalCombat>50</iAnimalCombat>
			<SpecialCargo>SPECIALUNIT_BIRD</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>1</iCargo>
			<iAsset>28</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>4</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>4</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BEASTMASTER_CLAN_OF_EMBERS</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PANTHER</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BEAR</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WOLF</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_LIZARDMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>14</iCombatDefense>
			<iTier>4</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BEASTMASTER</Class>
			<Type>UNIT_MYCONID</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_MYCONID</Description>
			<Civilopedia>TXT_KEY_UNIT_MYCONID_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MYCONID_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_GROVE</PrereqBuilding>
			<PrereqTech>TECH_ANIMAL_MASTERY</PrereqTech>
			<iCost>240</iCost>
			<iMoves>2</iMoves>
			<iCombat>14</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-20</iCityAttack>
			<iAsset>28</iAsset>
			<iPower>34</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MYCONID</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>14</iCombatDefense>
			<iTier>4</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BEASTMASTER</Class>
			<Type>UNIT_SPIDERKIN</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_SPIDERKIN</Description>
			<Civilopedia>TXT_KEY_UNIT_SPIDERKIN_PEDIA</Civilopedia>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_ANIMAL_MASTERY</PrereqTech>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iWorkRate>100</iWorkRate>
			<iCombat>12</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>2</iChanceFirstStrikes>
			<iCityAttack>-20</iCityAttack>
			<iAnimalCombat>50</iAnimalCombat>
			<iAsset>24</iAsset>
			<iPower>34</iPower>
			<UnitMeshGroups>
			<iGroupSize>4</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>4</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SPIDERKIN</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BABY_SPIDER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>12</iCombatDefense>
			<iTier>4</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BERSERKER</Class>
			<Type>UNIT_BALOR</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BALOR</Description>
			<Civilopedia>TXT_KEY_UNIT_BALOR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BALOR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_RAGE</PrereqTech>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>7</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iConscription>4</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>14</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BALOR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FIRE_RESISTANCE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_STIGMATA</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>3</iCombatDefense>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
			<UpgradeCiv>CIVILIZATION_INFERNAL</UpgradeCiv>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>4</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BERSERKER</Class>
			<Type>UNIT_BERSERKER</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BERSERKER</Description>
			<Civilopedia>TXT_KEY_UNIT_BERSERKER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BERSERKER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_RAGE</PrereqTech>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>11</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCollateralDamage>40</iCollateralDamage>
			<iCollateralDamageLimit>20</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>4</iCollateralDamageMaxUnits>
			<iConscription>4</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>22</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>5</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>5</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>5</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BERSERKER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>5</iCombatDefense>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BERSERKER</Class>
			<Type>UNIT_BRUJAH</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BRUJAH</Description>
			<Civilopedia>TXT_KEY_UNIT_BRUJAH_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BRUJAH_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_RAGE</PrereqTech>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>11</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCollateralDamage>40</iCollateralDamage>
			<iCollateralDamageLimit>20</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>4</iCollateralDamageMaxUnits>
			<iConscription>4</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>22</iAsset>
			<iPower>26</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BRUJAH</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_VAMPIRE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_BODY1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEATH1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>5</iCombatDefense>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
			<UpgradeCiv>CIVILIZATION_CALABIM</UpgradeCiv>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BERSERKER</Class>
			<Type>UNIT_CIRCLE_OF_URD</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CIRCLE_OF_URD</Description>
			<Civilopedia>TXT_KEY_UNIT_CIRCLE_OF_URD_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BERSERKER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_RAGE</PrereqTech>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>11</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCollateralDamage>40</iCollateralDamage>
			<iCollateralDamageLimit>20</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>4</iCollateralDamageMaxUnits>
			<iConscription>4</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>22</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>5</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>5</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>5</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BERSERKER_DOVIELLO</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>5</iCombatDefense>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BERSERKER</Class>
			<Type>UNIT_CLOCKWORK_GOLEM</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CLOCKWORK_GOLEM</Description>
			<Civilopedia>TXT_KEY_UNIT_CLOCKWORK_GOLEM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CLOCKWORK_GOLEM_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_MACHINERY</PrereqTech>
			<iCost>360</iCost>
			<iMoves>1</iMoves>
			<iCombat>15</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCollateralDamage>40</iCollateralDamage>
			<iCollateralDamageLimit>20</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>4</iCollateralDamageMaxUnits>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>30</iAsset>
			<iPower>26</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CLOCKWORK_GOLEM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_GOLEM</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bDisableUpgradeTo>1</bDisableUpgradeTo>
			<iCombatDefense>9</iCombatDefense>
			<iTier>4</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BLACK_WIND</Class>
			<Type>UNIT_BLACK_WIND</Type>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_PIRATE_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BLACK_WIND</Description>
			<Civilopedia>TXT_KEY_UNIT_BLACK_WIND_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BLACK_WIND_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_OPTICS</PrereqTech>
			<iCost>300</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>4</iMoves>
			<iCombat>10</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>20</iWithdrawalProb>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>2</iCargo>
			<iAsset>10</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>2.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BLACK_WIND</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HIDDEN_NATIONALITY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>10</iCombatDefense>
			<iGoldFromCombat>3</iGoldFromCombat>
			<iTier>3</iTier>
		<PrereqCiv>CIVILIZATION_LANUN</PrereqCiv>
			<Image>Art/Interface/Popups/The Black Wind.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BRIGIT</Class>
			<Type>UNIT_BRIGIT</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BRIGIT</Description>
			<Civilopedia>TXT_KEY_UNIT_BRIGIT_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>12</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BRIGIT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ANGEL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bImmortal>1</bImmortal>
			<iCombatDefense>6</iCombatDefense>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
			<Image>Art/Interface/Popups/Brigit.dds</Image>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_HOLY</DamageType>
					<iCombat>3</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_FIRE</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BRIGIT_HELD</Class>
			<Type>UNIT_BRIGIT_HELD</Type>
			<Capture>UNITCLASS_BRIGIT</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BRIGIT</Description>
			<Civilopedia>TXT_KEY_UNIT_BRIGIT_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BRIGIT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ANGEL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iTier>4</iTier>
			<Image>Art/Interface/Popups/Brigit.dds</Image>
			<PythonPostCombatLost>postCombatBrigitHeld(pCaster,pOpponent)</PythonPostCombatLost>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_BUBOES</Class>
			<Type>UNIT_BUBOES</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BUBOES</Description>
			<Civilopedia>TXT_KEY_UNIT_BUBOES_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>3</iMoves>
			<iCombat>25</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>50</iAsset>
			<iPower>70</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BUBOES</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FEAR</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MAGIC_IMMUNE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_BLITZ</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FLYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_WAR</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAutoRaze>1</bAutoRaze>
			<iCombatDefense>25</iCombatDefense>
			<iTier>4</iTier>
			<Image>Art/Interface/Popups/Buboes.dds</Image>
			<PythonPostCombatLost>postCombatBuboes(pCaster,pOpponent)</PythonPostCombatLost>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CANNON</Class>
			<Type>UNIT_CANNON</Type>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CANNON</Description>
			<Civilopedia>TXT_KEY_UNIT_CANNON_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CANNON_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bMechanized>1</bMechanized>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_SIEGE_WORKSHOP</PrereqBuilding>
			<PrereqTech>TECH_BLASTING_POWDER</PrereqTech>
			<BonusType>BONUS_GUNPOWDER</BonusType>
			<iCost>180</iCost>
			<iMoves>1</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>25</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>60</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>7</iCollateralDamageMaxUnits>
			<iBombardRate>20</iBombardRate>
			<iCultureGarrison>7</iCultureGarrison>
			<iAsset>16</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CANNON</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>6</iCombatDefense>
			<iTier>4</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CANNON</Class>
			<Type>UNIT_DWARVEN_CANNON</Type>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DWARVEN_CANNON</Description>
			<Civilopedia>TXT_KEY_UNIT_CANNON_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DWARVEN_CANNON_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bMechanized>1</bMechanized>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_SIEGE_WORKSHOP</PrereqBuilding>
			<PrereqTech>TECH_BLASTING_POWDER</PrereqTech>
			<BonusType>BONUS_GUNPOWDER</BonusType>
			<iCost>180</iCost>
			<iMoves>1</iMoves>
			<iCombat>10</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>25</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>60</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>7</iCollateralDamageMaxUnits>
			<iBombardRate>30</iBombardRate>
			<iCultureGarrison>7</iCultureGarrison>
			<iAsset>20</iAsset>
			<iPower>18</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CANNON_KHAZAD</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>7</iCombatDefense>
			<iTier>4</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CARAVEL</Class>
			<Type>UNIT_CARAVEL</Type>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_EXPLORE_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CARAVEL</Description>
			<Civilopedia>TXT_KEY_UNIT_CARAVEL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CARAVEL_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bRivalTerritory>1</bRivalTerritory>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_OPTICS</PrereqTech>
			<iCost>100</iCost>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>5</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>1</iCargo>
			<iAsset>6</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>2.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CARAVEL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>4</iCombatDefense>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CATAPULT</Class>
			<Type>UNIT_CATAPULT</Type>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CATAPULT</Description>
			<Civilopedia>TXT_KEY_UNIT_CATAPULT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CATAPULT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bMechanized>1</bMechanized>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CANNON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_SIEGE_WORKSHOP</PrereqBuilding>
			<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
			<iCost>90</iCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iCombatLimit>75</iCombatLimit>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>80</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>6</iCollateralDamageMaxUnits>
			<iBombardRate>15</iBombardRate>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CATAPULT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>3</iCombatDefense>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CATAPULT</Class>
			<Type>UNIT_TREBUCHET</Type>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TREBUCHET</Description>
			<Civilopedia>TXT_KEY_UNIT_CATAPULT_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bMechanized>1</bMechanized>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CANNON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_SIEGE_WORKSHOP</PrereqBuilding>
			<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
			<iCost>90</iCost>
			<iMoves>1</iMoves>
			<iCombat>6</iCombat>
			<iCombatLimit>75</iCombatLimit>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>80</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>70</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>6</iCollateralDamageMaxUnits>
			<iBombardRate>25</iBombardRate>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>6</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TREBUCHET</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHALID</Class>
			<Type>UNIT_CHALID</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CHALID</Description>
			<Civilopedia>TXT_KEY_UNIT_GIBBON_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CHALID_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<ReligionType>RELIGION_THE_EMPYREAN</ReligionType>
			<StateReligion>RELIGION_THE_EMPYREAN</StateReligion>
			<PrereqReligion>RELIGION_THE_EMPYREAN</PrereqReligion>
			<PrereqTech>TECH_RELIGIOUS_LAW</PrereqTech>
			<iAIWeight>200</iAIWeight>
			<iCost>300</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>7</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>10</iAsset>
			<iPower>40</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CHALID</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SUN1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_LAW1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DIVINE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAbandon>1</bAbandon>
			<iCombatDefense>7</iCombatDefense>
			<iTier>3</iTier>
			<DiploVoteType>DIPLOVOTE_OVERCOUNCIL</DiploVoteType>
			<Image>Art/Interface/Popups/Chalid Astrakein.dds</Image>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_SUN</BonusType>
					<iAffinity>2</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHAMPION</Class>
			<Type>UNIT_BATTLEMASTER</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BATTLEMASTER</Description>
			<Civilopedia>TXT_KEY_UNIT_BATTLEMASTER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BATTLEMASTER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_IMMORTAL</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BERSERKER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PHALANX</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PALADIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EIDOLON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<iCost>150</iCost>
			<iMoves>1</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<iTerrainAttack>50</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses>
				<TerrainDefense>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<iTerrainDefense>50</iTerrainDefense>
				</TerrainDefense>
			</TerrainDefenses>
			<iConscription>3</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>9</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BATTLEMASTER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bDisableUpgradeTo>1</bDisableUpgradeTo>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>6</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHAMPION</Class>
			<Type>UNIT_BOARDING_PARTY</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BOARDING_PARTY</Description>
			<Civilopedia>TXT_KEY_UNIT_BOARDING_PARTY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BOARDING_PARTY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_IMMORTAL</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BERSERKER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PHALANX</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PALADIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EIDOLON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>7</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>5</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>5</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BOARDING_PARTY_WARRIOR</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BOARDING_PARTY_LONGBOWMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BOARDING_PARTY_SWORDSMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_BOARDING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>5</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_HARBOR</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHAMPION</Class>
			<Type>UNIT_CHAMPION</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CHAMPION</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CHAMPION_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_IMMORTAL</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BERSERKER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PHALANX</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PALADIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EIDOLON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iConscription>3</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>9</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CHAMPION</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>6</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHAMPION</Class>
			<Type>UNIT_DRAGON_SLAYER</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DRAGON_SLAYER</Description>
			<Civilopedia>TXT_KEY_UNIT_DRAGON_SLAYER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DRAGON_SLAYER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_IMMORTAL</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BERSERKER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PHALANX</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PALADIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EIDOLON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iConscription>3</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>9</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DRAGON_SLAYER</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DRAGON_SLAYER_B</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DRAGON_SLAYER_C</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DRAGON_SLAYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_COURAGE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>6</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHAMPION</Class>
			<Type>UNIT_IRON_GOLEM</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_IRON_GOLEM</Description>
			<Civilopedia>TXT_KEY_UNIT_IRON_GOLEM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_IRON_GOLEM_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<PrereqBonuses>
					<BonusType>BONUS_IRON</BonusType>
					<BonusType>BONUS_MITHRIL</BonusType>
					<BonusType>NONE</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>180</iCost>
			<iMoves>1</iMoves>
			<iCombat>10</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>15</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_IRON_GOLEM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_GOLEM</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bDisableUpgradeTo>1</bDisableUpgradeTo>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>10</iCombatDefense>
			<iTier>3</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_FORGE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHAMPION</Class>
			<Type>UNIT_MIMIC</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MIMIC</Description>
			<Civilopedia>TXT_KEY_UNIT_MIMIC_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MIMIC_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_IMMORTAL</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BERSERKER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PHALANX</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PALADIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EIDOLON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iConscription>3</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>7</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MIMIC</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>5</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
			<PythonPostCombatWon>postCombatMimic(pCaster,pOpponent)</PythonPostCombatWon>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHAMPION</Class>
			<Type>UNIT_OGRE</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_OGRE</Description>
			<Civilopedia>TXT_KEY_UNIT_OGRE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_OGRE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_IMMORTAL</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BERSERKER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PHALANX</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<iCost>180</iCost>
			<iMoves>1</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iConscription>3</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>7</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_OGRE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ORC</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bDisableUpgradeTo>1</bDisableUpgradeTo>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>8</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
			<UpgradeCiv>CIVILIZATION_CLAN_OF_EMBERS</UpgradeCiv>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHAMPION</Class>
			<Type>UNIT_VAMPIRE</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_VAMPIRE</Description>
			<Civilopedia>TXT_KEY_UNIT_VAMPIRE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_VAMPIRE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_IMMORTAL</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BERSERKER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PALADIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EIDOLON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_GOVERNORS_MANOR</PrereqBuilding>
			<PrereqTech>TECH_FEUDALISM</PrereqTech>
			<iCost>180</iCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iConscription>3</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>7</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_VAMPIRE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_VAMPIRE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEATH1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_BODY1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>5</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
			<UpgradeCiv>CIVILIZATION_CALABIM</UpgradeCiv>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHAOS_MARAUDER</Class>
			<Type>UNIT_CHAOS_MARAUDER</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CHAOS_MARAUDER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CHAOS_MARAUDER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CHAOS_MARAUDER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHARIOT</Class>
			<Type>UNIT_CENTAUR_CHARGER</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CENTAUR_CHARGER</Description>
			<Civilopedia>TXT_KEY_UNIT_CENTAUR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CENTAUR_CHARGER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_TRADE</PrereqTech>
			<TechTypes>
					<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
			</TechTypes>
			<iCost>120</iCost>
			<iMoves>3</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>25</iWithdrawalProb>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>5</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CENTAUR_CHARGER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CENTAUR</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>3</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
			<UpgradeCiv>CIVILIZATION_KURIOTATES</UpgradeCiv>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHARIOT</Class>
			<Type>UNIT_CHARIOT</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CHARIOT</Description>
			<Civilopedia>TXT_KEY_UNIT_CHARIOT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CHARIOT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_SIEGE_WORKSHOP</PrereqBuilding>
			<PrereqTech>TECH_TRADE</PrereqTech>
			<TechTypes>
					<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
			</TechTypes>
			<PrereqBonuses>
					<BonusType>BONUS_HORSE</BonusType>
					<BonusType>BONUS_NIGHTMARE</BonusType>
					<BonusType>NONE</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>120</iCost>
			<iMoves>3</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>25</iWithdrawalProb>
			<FeatureAttacks>
				<FeatureAttack>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureAttack>-25</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureAttack>-25</iFeatureAttack>
				</FeatureAttack>
			</FeatureAttacks>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>5</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CHARIOT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>3</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CHARIOT</Class>
			<Type>UNIT_CHARIOT_SCORPION_CLAN</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CHARIOT_SCORPION_CLAN</Description>
			<Civilopedia>TXT_KEY_UNIT_CHARIOT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CHARIOT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_SIEGE_WORKSHOP</PrereqBuilding>
			<PrereqTech>TECH_TRADE</PrereqTech>
			<TechTypes>
					<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
			</TechTypes>
			<PrereqBonuses>
					<BonusType>BONUS_HORSE</BonusType>
					<BonusType>BONUS_NIGHTMARE</BonusType>
					<BonusType>NONE</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>-1</iCost>
			<iMoves>3</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>25</iWithdrawalProb>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>5</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CHARIOT_SCORPION_CLAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>3</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_COMMANDER</Class>
			<Type>UNIT_COMMANDER</Type>
			<UniqueNames>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_1</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_2</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_3</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_4</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_5</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_6</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_7</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_8</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_9</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_10</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_11</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_12</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_13</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_14</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_15</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_16</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_17</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_18</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_19</UniqueName>
				<UniqueName>TXT_KEY_UNIT_COMMANDER_20</UniqueName>
			</UniqueNames>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ENGINEER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_COMMANDER</Description>
			<Civilopedia>TXT_KEY_UNIT_COMMANDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bOnlyDefensive>1</bOnlyDefensive>
			<bGoldenAge>1</bGoldenAge>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ENGINEER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ForceBuildings>
				<ForceBuilding>
					<BuildingType>BUILDING_COMMAND_POST</BuildingType>
					<bForceBuilding>1</bForceBuilding>
				</ForceBuilding>
			</ForceBuildings>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>2</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_MILITARY</FlavorType>
					<iFlavor>3</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_PRODUCTION</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GREAT_COMMANDER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_RECRUITER</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bCanMoveLimitedBorders>1</bCanMoveLimitedBorders>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_COMMANDER</Class>
			<Type>UNIT_DECIUS</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ENGINEER</DefaultUnitAI>
			<Description>TXT_KEY_LEADER_DECIUS</Description>
			<Civilopedia>TXT_KEY_LEADER_DECIUS_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bOnlyDefensive>1</bOnlyDefensive>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ENGINEER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>2</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_MILITARY</FlavorType>
					<iFlavor>3</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_PRODUCTION</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DECIUS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CORLINDALE</Class>
			<Type>UNIT_CORLINDALE</Type>
			<Combat>UNITCOMBAT_ADEPT</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CORLINDALE</Description>
			<Civilopedia>TXT_KEY_UNIT_CORLINDALE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CORLINDALE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<PrereqTech>TECH_FANATICISM</PrereqTech>
			<iAIWeight>200</iAIWeight>
			<iCost>300</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CORLINDALE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_EARTH1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SPIRIT1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MIND1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<iTier>2</iTier>
		<PrereqCiv>CIVILIZATION_ELOHIM</PrereqCiv>
			<Image>Art/Interface/Popups/Corlindale.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CROSSBOWMAN</Class>
			<Type>UNIT_CROSSBOWMAN</Type>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CROSSBOWMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_CROSSBOWMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CROSSBOWMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_MACHINERY</PrereqTech>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>9</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityDefense>25</iCityDefense>
			<iHillsDefense>25</iHillsDefense>
			<iConscription>4</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>18</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
			<iGroupSize>5</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>5</iMeleeWaveSize>
			<iRangedWaveSize>5</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>5</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CROSSBOWMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>13</iCombatDefense>
			<iDefensiveStrikeChance>40</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>20</iDefensiveStrikeDamage>
			<iTier>4</iTier>
			<iWeaponTier>2</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_ARCHERY_RANGE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CROSSBOWMAN</Class>
			<Type>UNIT_FLURRY</Type>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FLURRY</Description>
			<Civilopedia>TXT_KEY_UNIT_FLURRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FLURRY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_MACHINERY</PrereqTech>
			<iCost>240</iCost>
			<iMoves>2</iMoves>
			<iCombat>12</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iConscription>4</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iAsset>24</iAsset>
			<iPower>26</iPower>
			<UnitMeshGroups>
			<iGroupSize>5</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>5</iMeleeWaveSize>
			<iRangedWaveSize>5</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>5</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FLURRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_BLITZ</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>12</iCombatDefense>
			<iDefensiveStrikeChance>40</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>20</iDefensiveStrikeDamage>
			<iTier>4</iTier>
			<iWeaponTier>2</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_ARCHERY_RANGE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_CRUSADER</Class>
			<Type>UNIT_CRUSADER</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CRUSADER</Description>
			<Civilopedia>TXT_KEY_UNIT_CRUSADER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CRUSADER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PALADIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_THE_ORDER</ReligionType>
			<StateReligion>RELIGION_THE_ORDER</StateReligion>
			<PrereqReligion>RELIGION_THE_ORDER</PrereqReligion>
			<PrereqBuilding>BUILDING_TEMPLE_OF_THE_ORDER</PrereqBuilding>
			<PrereqTech>TECH_FANATICISM</PrereqTech>
			<PrereqBonuses>
					<BonusType>BONUS_COPPER</BonusType>
					<BonusType>BONUS_IRON</BonusType>
					<BonusType>BONUS_MITHRIL</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>120</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>9</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CRUSADER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_DISEASE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON_SLAYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>6</iCombatDefense>
			<iTier>3</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_HOLY</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DEMAGOG</Class>
			<Type>UNIT_DEMAGOG</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DEMAGOG</Description>
			<Civilopedia>TXT_KEY_UNIT_DEMAGOG_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DEMAGOG_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<iCost>60</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>7</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DEMAGOG</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bAbandon>1</bAbandon>
			<iCombatDefense>5</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
			<PrereqCiv>CIVILIZATION_BANNOR</PrereqCiv>
			<PrereqCivic>CIVIC_CRUSADE</PrereqCivic>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DISCIPLE_EMPYREAN</Class>
			<Type>UNIT_DISCIPLE_EMPYREAN</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DISCIPLE_EMPYREAN</Description>
			<Civilopedia>TXT_KEY_UNIT_DISCIPLE_EMPYREAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DISCIPLE_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PRIEST_OF_THE_EMPYREAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_THE_EMPYREAN</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<ReligionType>RELIGION_THE_EMPYREAN</ReligionType>
			<PrereqReligion>RELIGION_THE_EMPYREAN</PrereqReligion>
			<PrereqBuilding>BUILDING_TEMPLE_OF_THE_EMPYREAN</PrereqBuilding>
			<PrereqTech>TECH_HONOR</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>4</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>60</iCost>
			<iMoves>1</iMoves>
			<iGreatWorkCulture>20</iGreatWorkCulture>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DISCIPLE_EMPYREAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>3</iCombatDefense>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DISCIPLE_FELLOWSHIP_OF_LEAVES</Class>
			<Type>UNIT_DISCIPLE_FELLOWSHIP_OF_LEAVES</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DISCIPLE_FELLOWSHIP_OF_LEAVES</Description>
			<Civilopedia>TXT_KEY_UNIT_DISCIPLE_FELLOWSHIP_OF_LEAVES_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DISCIPLE_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PRIEST_OF_LEAVES</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RANGER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_FELLOWSHIP_OF_LEAVES</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<ReligionType>RELIGION_FELLOWSHIP_OF_LEAVES</ReligionType>
			<PrereqReligion>RELIGION_FELLOWSHIP_OF_LEAVES</PrereqReligion>
			<PrereqBuilding>BUILDING_TEMPLE_OF_LEAVES</PrereqBuilding>
			<PrereqTech>TECH_WAY_OF_THE_FORESTS</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>4</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>60</iCost>
			<iMoves>1</iMoves>
			<iGreatWorkCulture>20</iGreatWorkCulture>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DISCIPLE_LEAVES</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>3</iCombatDefense>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DISCIPLE_OCTOPUS_OVERLORDS</Class>
			<Type>UNIT_DISCIPLE_OCTOPUS_OVERLORDS</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DISCIPLE_OCTOPUS_OVERLORDS</Description>
			<Civilopedia>TXT_KEY_UNIT_DISCIPLE_OCTOPUS_OVERLORDS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DISCIPLE_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PRIEST_OF_THE_OVERLORDS</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_STYGIAN_GUARD</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_OCTOPUS_OVERLORDS</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<ReligionType>RELIGION_OCTOPUS_OVERLORDS</ReligionType>
			<PrereqReligion>RELIGION_OCTOPUS_OVERLORDS</PrereqReligion>
			<PrereqBuilding>BUILDING_TEMPLE_OF_THE_OVERLORDS</PrereqBuilding>
			<PrereqTech>TECH_MESSAGE_FROM_THE_DEEP</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>4</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>60</iCost>
			<iMoves>1</iMoves>
			<iGreatWorkCulture>20</iGreatWorkCulture>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DISCIPLE_OVERLORDS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>3</iCombatDefense>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DISCIPLE_OF_ACHERON</Class>
			<Type>UNIT_DISCIPLE_OF_ACHERON</Type>
			<Combat>UNITCOMBAT_ADEPT</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MAGE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DISCIPLE_OF_ACHERON</Description>
			<Civilopedia>TXT_KEY_UNIT_DISCIPLE_OF_ACHERON_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SON_OF_THE_INFERNO</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iMoves>1</iMoves>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>16</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DISCIPLE_OF_ACHERON</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FIRE1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FIRE2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_LOYALTY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>3</iCombatDefense>
			<iTier>3</iTier>
			<PrereqCiv>CIVILIZATION_BARBARIAN</PrereqCiv>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_FIRE</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DISCIPLE_RUNES_OF_KILMORPH</Class>
			<Type>UNIT_DISCIPLE_RUNES_OF_KILMORPH</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DISCIPLE_RUNES_OF_KILMORPH</Description>
			<Civilopedia>TXT_KEY_UNIT_DISCIPLE_RUNES_OF_KILMORPH_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DISCIPLE_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PRIEST_OF_KILMORPH</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PARAMANDER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_RUNES_OF_KILMORPH</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<ReligionType>RELIGION_RUNES_OF_KILMORPH</ReligionType>
			<PrereqReligion>RELIGION_RUNES_OF_KILMORPH</PrereqReligion>
			<PrereqBuilding>BUILDING_TEMPLE_OF_KILMORPH</PrereqBuilding>
			<PrereqTech>TECH_WAY_OF_THE_EARTHMOTHER</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>4</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>60</iCost>
			<iMoves>1</iMoves>
			<iGreatWorkCulture>20</iGreatWorkCulture>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DISCIPLE_KILMORPH</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>3</iCombatDefense>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DISCIPLE_THE_ASHEN_VEIL</Class>
			<Type>UNIT_DISCIPLE_THE_ASHEN_VEIL</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DISCIPLE_THE_ASHEN_VEIL</Description>
			<Civilopedia>TXT_KEY_UNIT_DISCIPLE_THE_ASHEN_VEIL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DISCIPLE_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PRIEST_OF_THE_VEIL</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MAGE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_THE_ASHEN_VEIL</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<ReligionType>RELIGION_THE_ASHEN_VEIL</ReligionType>
			<PrereqReligion>RELIGION_THE_ASHEN_VEIL</PrereqReligion>
			<PrereqBuilding>BUILDING_TEMPLE_OF_THE_VEIL</PrereqBuilding>
			<PrereqTech>TECH_CORRUPTION_OF_SPIRIT</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>4</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>4</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>60</iCost>
			<iMoves>1</iMoves>
			<iBaseDiscover>15</iBaseDiscover>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DISCIPLE_ASHEN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>3</iCombatDefense>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DISCIPLE_THE_ORDER</Class>
			<Type>UNIT_DISCIPLE_THE_ORDER</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DISCIPLE_THE_ORDER</Description>
			<Civilopedia>TXT_KEY_UNIT_DISCIPLE_THE_ORDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DISCIPLE_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PRIEST_OF_THE_ORDER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CRUSADER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionSpreads>
				<ReligionSpread>
					<ReligionType>RELIGION_THE_ORDER</ReligionType>
					<iReligionSpread>40</iReligionSpread>
				</ReligionSpread>
			</ReligionSpreads>
			<ReligionType>RELIGION_THE_ORDER</ReligionType>
			<PrereqReligion>RELIGION_THE_ORDER</PrereqReligion>
			<PrereqBuilding>BUILDING_TEMPLE_OF_THE_ORDER</PrereqBuilding>
			<PrereqTech>TECH_ORDERS_FROM_HEAVEN</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>4</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>60</iCost>
			<iMoves>1</iMoves>
			<iGreatWorkCulture>20</iGreatWorkCulture>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DISCIPLE_ORDER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>3</iCombatDefense>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DISEASED_CORPSE</Class>
			<Type>UNIT_DISEASED_CORPSE</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DISEASED_CORPSE</Description>
			<Civilopedia>TXT_KEY_UNIT_DISEASED_CORPSE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DISEASED_CORPSE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EIDOLON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<StateReligion>RELIGION_THE_ASHEN_VEIL</StateReligion>
			<PrereqReligion>RELIGION_THE_ASHEN_VEIL</PrereqReligion>
			<PrereqTech>TECH_CORRUPTION_OF_SPIRIT</PrereqTech>
			<iCost>90</iCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DISEASED_CORPSE_WARRIOR</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DISEASED_CORPSE_HYAPIST</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DISEASED_CORPSE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DISEASED</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_UNDEAD</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_DEATH</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DJINN</Class>
			<Type>UNIT_DJINN</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DJINN</Description>
			<Civilopedia>TXT_KEY_UNIT_DJINN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DJINN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>1</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>2</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DJINN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ELEMENTAL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>1</iCombatDefense>
			<iTier>4</iTier>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_DEATH</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
				<BonusAffinity>
					<BonusType>BONUS_MANA_FIRE</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
				<BonusAffinity>
					<BonusType>BONUS_MANA_AIR</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
				<BonusAffinity>
					<BonusType>BONUS_MANA_BODY</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
				<BonusAffinity>
					<BonusType>BONUS_MANA_CHAOS</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
				<BonusAffinity>
					<BonusType>BONUS_MANA_EARTH</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
				<BonusAffinity>
					<BonusType>BONUS_MANA_ENCHANTMENT</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
				<BonusAffinity>
					<BonusType>BONUS_MANA_ENTROPY</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
				<BonusAffinity>
					<BonusType>BONUS_MANA_LAW</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
				<BonusAffinity>
					<BonusType>BONUS_MANA_LIFE</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
				<BonusAffinity>
					<BonusType>BONUS_MANA_METAMAGIC</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
				<BonusAffinity>
					<BonusType>BONUS_MANA_MIND</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
				<BonusAffinity>
					<BonusType>BONUS_MANA_NATURE</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
				<BonusAffinity>
					<BonusType>BONUS_MANA_SPIRIT</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
				<BonusAffinity>
					<BonusType>BONUS_MANA_WATER</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
				<BonusAffinity>
					<BonusType>BONUS_MANA_SUN</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
				<BonusAffinity>
					<BonusType>BONUS_MANA_SHADOW</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
				<BonusAffinity>
					<BonusType>BONUS_MANA_ICE</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DONAL</Class>
			<Type>UNIT_DONAL</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DONAL</Description>
			<Civilopedia>TXT_KEY_UNIT_DONAL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DONAL_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<PrereqTech>TECH_FANATICISM</PrereqTech>
			<iAIWeight>200</iAIWeight>
			<iCost>300</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>7</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>10</iAsset>
			<iPower>18</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DONAL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_RECRUITER</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SPIRIT2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_GUARDSMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_EMPTY_BIER</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>7</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
		<PrereqCiv>CIVILIZATION_BANNOR</PrereqCiv>
			<Image>Art/Interface/Popups/Donal Lugh.dds</Image>
			<PythonPostCombatWon>postCombatDonal(pCaster,pOpponent)</PythonPostCombatWon>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DRIFA</Class>
			<Type>UNIT_DRIFA</Type>
			<Combat>UNITCOMBAT_BEAST</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DRIFA</Description>
			<Civilopedia>TXT_KEY_UNIT_DRIFA_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bCanMoveImpassable>1</bCanMoveImpassable>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_MILITARY</FlavorType>
					<iFlavor>10</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>3</iMoves>
			<iCombat>14</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<iTerrainAttack>50</iTerrainAttack>
				</TerrainAttack>
				<TerrainAttack>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<iTerrainAttack>10</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses>
				<TerrainDefense>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<iTerrainDefense>50</iTerrainDefense>
				</TerrainDefense>
				<TerrainDefense>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<iTerrainDefense>10</iTerrainDefense>
				</TerrainDefense>
			</TerrainDefenses>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>42</iAsset>
			<iPower>60</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DRIFA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MAGIC_IMMUNE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_DISEASE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DRAGON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_VULNERABLE_TO_FIRE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_COLD</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>14</iCombatDefense>
			<iTier>4</iTier>
		<PrereqCiv>CIVILIZATION_ILLIANS</PrereqCiv>
			<Image>Art/Interface/Popups/Drifa.dds</Image>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_COLD</DamageType>
					<iCombat>7</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DROWN</Class>
			<Type>UNIT_DROWN</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DROWN</Description>
			<Civilopedia>TXT_KEY_UNIT_DROWN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DROWN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bCanMoveAllTerrain>1</bCanMoveAllTerrain>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_STYGIAN_GUARD</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_OCTOPUS_OVERLORDS</ReligionType>
			<StateReligion>RELIGION_OCTOPUS_OVERLORDS</StateReligion>
			<PrereqReligion>RELIGION_OCTOPUS_OVERLORDS</PrereqReligion>
			<PrereqTech>TECH_MESSAGE_FROM_THE_DEEP</PrereqTech>
			<iCost>90</iCost>
			<iMoves>1</iMoves>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DROWN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_VULNERABLE_TO_FIRE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_UNDEAD</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_WATER_WALKING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>3</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DRUID</Class>
			<Type>UNIT_DRUID</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DRUID</Description>
			<Civilopedia>TXT_KEY_UNIT_DRUID_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DRUID_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bCanMoveImpassable>1</bCanMoveImpassable>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_GROVE</PrereqBuilding>
			<PrereqTech>TECH_COMMUNE_WITH_NATURE</PrereqTech>
			<iAIWeight>16</iAIWeight>
			<iCost>240</iCost>
			<iMoves>2</iMoves>
			<iWorkRate>100</iWorkRate>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-20</iCityAttack>
			<iAnimalCombat>50</iAnimalCombat>
			<SpecialCargo>SPECIALUNIT_BIRD</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>1</iCargo>
			<iAsset>16</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DRUID</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_NATURE1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>8</iCombatDefense>
			<iTier>4</iTier>
			<PrereqAlignment>ALIGNMENT_NEUTRAL</PrereqAlignment>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_NATURE</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DRUID</Class>
			<Type>UNIT_DWARVEN_DRUID</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DWARVEN_DRUID</Description>
			<Civilopedia>TXT_KEY_UNIT_DRUID_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DWARVEN_DRUID_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bCanMoveImpassable>1</bCanMoveImpassable>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_GROVE</PrereqBuilding>
			<PrereqTech>TECH_COMMUNE_WITH_NATURE</PrereqTech>
			<iAIWeight>16</iAIWeight>
			<iCost>240</iCost>
			<iMoves>2</iMoves>
			<iWorkRate>100</iWorkRate>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-20</iCityAttack>
			<iAnimalCombat>50</iAnimalCombat>
			<SpecialCargo>SPECIALUNIT_BIRD</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>1</iCargo>
			<iAsset>16</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DWARVEN_DRUID</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_EARTH1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DWARF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>8</iCombatDefense>
			<iTier>4</iTier>
			<PrereqAlignment>ALIGNMENT_NEUTRAL</PrereqAlignment>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_EARTH</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DRUID</Class>
			<Type>UNIT_LIZARDMAN_DRUID</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LIZARDMAN_DRUID</Description>
			<Civilopedia>TXT_KEY_UNIT_DRUID_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DRUID_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bCanMoveImpassable>1</bCanMoveImpassable>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_GROVE</PrereqBuilding>
			<PrereqTech>TECH_COMMUNE_WITH_NATURE</PrereqTech>
			<iAIWeight>16</iAIWeight>
			<iCost>240</iCost>
			<iMoves>2</iMoves>
			<iWorkRate>100</iWorkRate>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-20</iCityAttack>
			<iAnimalCombat>50</iAnimalCombat>
			<SpecialCargo>SPECIALUNIT_BIRD</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>1</iCargo>
			<iAsset>16</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DRUID_CLAN_OF_EMBERS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_NATURE1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_LIZARDMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>8</iCombatDefense>
			<iTier>4</iTier>
			<PrereqAlignment>ALIGNMENT_NEUTRAL</PrereqAlignment>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_NATURE</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DRUID</Class>
			<Type>UNIT_LUONNOTAR</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LUONNOTAR</Description>
			<Civilopedia>TXT_KEY_UNIT_LUONNOTAR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_LUONNOTAR_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_STRENGTH_OF_WILL</PrereqTech>
			<iAIWeight>16</iAIWeight>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iWorkRate>100</iWorkRate>
			<iCombat>10</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_DISCIPLE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iAsset>20</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_INQUISITOR_GRIGORI</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MAGIC_IMMUNE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_INQUISITOR</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>10</iCombatDefense>
			<iMinLevel>6</iMinLevel>
			<iTier>4</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DUIN</Class>
			<Type>UNIT_DUIN</Type>
			<Combat>UNITCOMBAT_BEAST</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DUIN</Description>
			<Civilopedia>TXT_KEY_UNIT_DUIN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DUIN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<PrereqTech>TECH_FERAL_BOND</PrereqTech>
			<iAIWeight>200</iAIWeight>
			<iCost>500</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>3</iMoves>
			<iCombat>11</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>16</iAsset>
			<iPower>16</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DUIN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_WEREWOLF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MAGIC_RESISTANCE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>11</iCombatDefense>
			<iTier>3</iTier>
			<Image>Art/Interface/Popups/Baron Duin Halfmorn.dds</Image>
			<UnitCreateFromCombat>UNIT_RAVENOUS_WEREWOLF</UnitCreateFromCombat>
			<iUnitCreateFromCombatChance>75</iUnitCreateFromCombatChance>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_DWARVEN_SOLDIER_RUNES</Class>
			<Type>UNIT_DWARVEN_SOLDIER_RUNES</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SOLDIER_OF_KILMORPH</Description>
			<Civilopedia>TXT_KEY_UNIT_SOLDIER_OF_KILMORPH_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SOLDIER_OF_KILMORPH_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PARAMANDER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_RUNES_OF_KILMORPH</ReligionType>
			<StateReligion>RELIGION_RUNES_OF_KILMORPH</StateReligion>
			<PrereqReligion>RELIGION_RUNES_OF_KILMORPH</PrereqReligion>
			<PrereqTech>TECH_WAY_OF_THE_EARTHMOTHER</PrereqTech>
			<iCost>90</iCost>
			<iMoves>1</iMoves>
			<iWorkRate>200</iWorkRate>
			<iBaseHurry>45</iBaseHurry>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>5</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SOLDIER_OF_KILMORPH</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DWARF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_EARTH_ELEMENTAL</Class>
			<Type>UNIT_EARTH_ELEMENTAL</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EARTH_ELEMENTAL</Description>
			<Civilopedia>TXT_KEY_UNIT_EARTH_ELEMENTAL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EARTH_ELEMENTAL_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>11</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>22</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_EARTH_ELEMENTAL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ELEMENTAL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>11</iCombatDefense>
			<iTier>4</iTier>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_EARTH</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_EIDOLON</Class>
			<Type>UNIT_EIDOLON</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EIDOLON</Description>
			<Civilopedia>TXT_KEY_UNIT_EIDOLON_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EIDOLON_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_MALEVOLENT_DESIGNS</PrereqTech>
			<PrereqBonuses>
					<BonusType>BONUS_IRON</BonusType>
					<BonusType>BONUS_MITHRIL</BonusType>
					<BonusType>NONE</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>11</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>5</iCultureGarrison>
			<iAsset>22</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_EIDOLON</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>11</iCombatDefense>
			<iModifyGlobalCounter>1</iModifyGlobalCounter>
			<iTier>4</iTier>
			<PrereqAlignment>ALIGNMENT_EVIL</PrereqAlignment>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>4</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_EINHERJAR</Class>
			<Type>UNIT_EINHERJAR</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EINHERJAR</Description>
			<Civilopedia>TXT_KEY_UNIT_EINHERJAR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EINHERJAR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>5</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>5</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>5</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_EINHERJAR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ANGEL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>3</iCombatDefense>
			<iDurationFromCombat>1</iDurationFromCombat>
			<iTier>3</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_HOLY</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ELEPHANT</Class>
			<Type>UNIT_ELEPHANT</Type>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ELEPHANT</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ELEPHANT_STRATEGY</Strategy>
			<bAnimal>1</bAnimal>
			<bOnlyDefensive>1</bOnlyDefensive>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_WAR_ELEPHANT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-25</iCityAttack>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ELEPHANT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>8</iCombatDefense>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ENGINEER</Class>
			<Type>UNIT_ENGINEER</Type>
			<UniqueNames>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_1</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_2</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_3</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_4</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_5</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_6</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_7</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_8</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_9</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_10</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_11</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_12</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_13</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_14</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_15</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_16</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_17</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_18</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_19</UniqueName>
				<UniqueName>TXT_KEY_UNIT_ENGINEER_20</UniqueName>
			</UniqueNames>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ENGINEER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GREAT_ENGINEER</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_PEOPLE_PEDIA</Civilopedia>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bOnlyDefensive>1</bOnlyDefensive>
			<bGoldenAge>1</bGoldenAge>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ENGINEER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<GreatPeoples>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GREAT_ENGINEER</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
			</GreatPeoples>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_MILITARY</FlavorType>
					<iFlavor>2</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_PRODUCTION</FlavorType>
					<iFlavor>3</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iBaseDiscover>1000</iBaseDiscover>
			<iDiscoverMultiplier>2</iDiscoverMultiplier>
			<iBaseHurry>500</iBaseHurry>
			<iHurryMultiplier>20</iHurryMultiplier>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ENGINEER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bCanMoveLimitedBorders>1</bCanMoveLimitedBorders>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_EURABATRES</Class>
			<Type>UNIT_EURABATRES</Type>
			<Combat>UNITCOMBAT_BEAST</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EURABATRES</Description>
			<Civilopedia>TXT_KEY_UNIT_EURABATRES_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EURABATRES_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bCanMoveImpassable>1</bCanMoveImpassable>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<PrereqTech>TECH_DIVINE_ESSENCE</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_MILITARY</FlavorType>
					<iFlavor>10</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>200</iAIWeight>
			<iCost>360</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>3</iMoves>
			<iCombat>23</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>46</iAsset>
			<iPower>60</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_EURABATRES</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MAGIC_IMMUNE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_DISEASE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DRAGON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>23</iCombatDefense>
			<iTier>4</iTier>
		<PrereqCiv>CIVILIZATION_KURIOTATES</PrereqCiv>
			<Image>Art/Interface/Popups/Eurabatres the Gold Dragon.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_EYE</Class>
			<Type>UNIT_EYE</Type>
			<Special>SPECIALUNIT_SPELL</Special>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_EXPLORE</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_LAND</SeeInvisible>
			<Description>TXT_KEY_UNIT_EYE</Description>
			<Civilopedia>TXT_KEY_UNIT_EYE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EYE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bRivalTerritory>1</bRivalTerritory>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iAirRange>4</iAirRange>
			<iAirUnitCap>4</iAirUnitCap>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_EYE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FAWN</Class>
			<Type>UNIT_FAWN</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_FAWN</Description>
			<Civilopedia>TXT_KEY_UNIT_FAWN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FAWN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SATYR</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_FELLOWSHIP_OF_LEAVES</ReligionType>
			<StateReligion>RELIGION_FELLOWSHIP_OF_LEAVES</StateReligion>
			<PrereqReligion>RELIGION_FELLOWSHIP_OF_LEAVES</PrereqReligion>
			<PrereqTech>TECH_WAY_OF_THE_FORESTS</PrereqTech>
			<iCost>90</iCost>
			<iMoves>2</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FAWN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_WOODSMAN1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FIRE_ELEMENTAL</Class>
			<Type>UNIT_FIRE_ELEMENTAL</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FIRE_ELEMENTAL</Description>
			<Civilopedia>TXT_KEY_UNIT_FIRE_ELEMENTAL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FIRE_ELEMENTAL_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCollateralDamage>50</iCollateralDamage>
			<iCollateralDamageLimit>30</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>4</iCollateralDamageMaxUnits>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>12</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FIRE_ELEMENTAL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_FIRE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ELEMENTAL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>6</iCombatDefense>
			<iTier>4</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_FIRE</DamageType>
					<iCombat>3</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_FIRE</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FIREBALL</Class>
			<Type>UNIT_FIREBALL</Type>
			<Special>SPECIALUNIT_SPELL</Special>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FIREBALL</Description>
			<Civilopedia>TXT_KEY_UNIT_FIREBALL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FIREBALL_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bNoCapture>1</bNoCapture>
			<bQuickCombat>1</bQuickCombat>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bFlatMovementCost>1</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bSuicide>1</bSuicide>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY_LEMMING</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCollateralDamage>50</iCollateralDamage>
			<iCollateralDamageLimit>30</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>4</iCollateralDamageMaxUnits>
			<iBombardRate>10</iBombardRate>
			<iCultureGarrison>3</iCultureGarrison>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FIREBALL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FLYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_FIRE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ELEMENTAL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bExplodeInCombat>1</bExplodeInCombat>
			<bNoWarWeariness>1</bNoWarWeariness>
			<iTier>3</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_FIRE</DamageType>
					<iCombat>4</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FLAGBEARER</Class>
			<Type>UNIT_FLAGBEARER</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FLAGBEARER</Description>
			<Civilopedia>TXT_KEY_UNIT_FLAGBEARER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FLAGBEARER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_FANATICISM</PrereqTech>
			<iCost>120</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>5</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FLAGBEARER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MORALE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>5</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqCiv>CIVILIZATION_BANNOR</PrereqCiv>
			<PrereqCivic>CIVIC_CRUSADE</PrereqCivic>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FLESH_GOLEM</Class>
			<Type>UNIT_FLESH_GOLEM</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FLESH_GOLEM</Description>
			<Civilopedia>TXT_KEY_UNIT_FLESH_GOLEM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FLESH_GOLEM_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>9</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FLESH_GOLEM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_GOLEM</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bDisableUpgradeTo>1</bDisableUpgradeTo>
			<iCombatDefense>6</iCombatDefense>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FREAK</Class>
			<Type>UNIT_FREAK</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FREAK</Description>
			<Civilopedia>TXT_KEY_UNIT_FREAK_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FREAK_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_AXEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HUNTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ARCHER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_FREAK_SHOW</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<PrereqTech>TECH_FESTIVALS</PrereqTech>
			<iAIWeight>100</iAIWeight>
			<iCost>60</iCost>
			<iMoves>1</iMoves>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iConscription>2</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FREAK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MUTATED</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>3</iCombatDefense>
			<iTier>1</iTier>
			<iWeaponTier>2</iWeaponTier>
			<PrereqCiv>CIVILIZATION_BALSERAPHS</PrereqCiv>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FRIGATE</Class>
			<Type>UNIT_FRIGATE</Type>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FRIGATE</Description>
			<Civilopedia>TXT_KEY_UNIT_FRIGATE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FRIGATE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MAN_O_WAR</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_OPTICS</PrereqTech>
			<PrereqBonuses>
					<BonusType>BONUS_IRON</BonusType>
					<BonusType>BONUS_MITHRIL</BonusType>
					<BonusType>NONE</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>150</iCost>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>4</iMoves>
			<iCombat>10</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iBombardRate>10</iBombardRate>
			<SpecialCargo>SPECIALUNIT_BIRD</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>1</iCargo>
			<iAsset>10</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>2.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FRIGATE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>10</iCombatDefense>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FROSTLING</Class>
			<Type>UNIT_FROSTLING</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_EXPLORE</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_FROSTLING</Description>
			<Civilopedia>TXT_KEY_UNIT_FROSTLING_PEDIA</Civilopedia>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iMoves>1</iMoves>
			<iCombat>2</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iAsset>1</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
			<iGroupSize>5</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>5</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>5</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FROSTLING</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FROSTLING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>2</iCombatDefense>
			<iTier>1</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FROSTLING_ARCHER</Class>
			<Type>UNIT_FROSTLING_ARCHER</Type>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FROSTLING_ARCHER</Description>
			<Civilopedia>TXT_KEY_UNIT_FROSTLING_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iMoves>1</iMoves>
			<iCombat>2</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityDefense>25</iCityDefense>
			<iHillsDefense>25</iHillsDefense>
			<iConscription>2</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FROSTLING_ARCHER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FROSTLING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>4</iCombatDefense>
			<iDefensiveStrikeChance>20</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>10</iDefensiveStrikeDamage>
			<iTier>2</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_ARCHERY_RANGE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_FROSTLING_WOLF_RIDER</Class>
			<Type>UNIT_FROSTLING_WOLF_RIDER</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FROSTLING_WOLF_RIDER</Description>
			<Civilopedia>TXT_KEY_UNIT_FROSTLING_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iMoves>2</iMoves>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>10</iWithdrawalProb>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>40</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FROSTLING_WOLF_RIDER</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FROSTLING_WOLF_RIDER_CAPTAIN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FROSTLING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>3</iCombatDefense>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GAELAN</Class>
			<Type>UNIT_GAELAN</Type>
			<Combat>UNITCOMBAT_ADEPT</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_RESERVE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GAELAN</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ARCHMAGE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds>
				<Build>
					<BuildType>BUILD_MANA_AIR</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_BODY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_CHAOS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_DEATH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_EARTH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENCHANTMENT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENTROPY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_FIRE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LAW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LIFE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_METAMAGIC</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_MIND</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_NATURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SPIRIT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_WATER</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SHADOW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SUN</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>16</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>-1</iCost>
			<iMoves>1</iMoves>
			<iWorkRate>300</iWorkRate>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>9</iAsset>
			<iPower>18</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GAELAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHAOS1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>4</iCombatDefense>
			<iFreePromotionPick>1</iFreePromotionPick>
			<iMinLevel>6</iMinLevel>
			<iTier>3</iTier>
			<Image>Art/Interface/Popups/Gaelan.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GALLEON</Class>
			<Type>UNIT_GALLEON</Type>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_SETTLER_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GALLEON</Description>
			<Civilopedia>TXT_KEY_UNIT_GALLEON_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitClassUpgrades>
					<UnitClassUpgrade>
						<UnitClassUpgradeType>UNITCLASS_QUEEN_OF_THE_LINE</UnitClassUpgradeType>
						<bUnitClassUpgrade>1</bUnitClassUpgrade>
					</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_ASTRONOMY</PrereqTech>
			<PrereqBonuses>
					<BonusType>BONUS_IRON</BonusType>
					<BonusType>BONUS_MITHRIL</BonusType>
					<BonusType>BONUS_COPPER</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>150</iCost>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>4</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iBombardRate>10</iBombardRate>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>5</iCargo>
			<iAsset>9</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>2.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GALLEON</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>6</iCombatDefense>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GALLEY</Class>
			<Type>UNIT_GALLEY</Type>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_SETTLER_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GALLEY</Description>
			<Civilopedia>TXT_KEY_UNIT_GALLEY_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CARAVEL</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_GALLEON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_QUEEN_OF_THE_LINE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MISSIONARY_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_SAILING</PrereqTech>
			<iCost>50</iCost>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>2</iMoves>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
						<TerrainPassableTechs>
								<TerrainPassableTech>
										<TerrainType>TERRAIN_OCEAN</TerrainType>
										<PassableTech>TECH_OPTICS</PassableTech>
								</TerrainPassableTech>
						</TerrainPassableTechs>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>3</iCargo>
			<iAsset>3</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>2.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GALLEY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GIANT_SPIDER</Class>
			<Type>UNIT_GIANT_SPIDER</Type>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Invisible>INVISIBLE_ANIMAL</Invisible>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_GIANT_SPIDER</Description>
			<Civilopedia>TXT_KEY_UNIT_GIANT_SPIDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>1</bAnimal>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_SPIDER_PEN</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityAttack>-25</iCityAttack>
			<FeatureNatives>
				<FeatureNative>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<bFeatureNative>1</bFeatureNative>
				</FeatureNative>
				<FeatureNative>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<bFeatureNative>1</bFeatureNative>
				</FeatureNative>
				<FeatureNative>
					<FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
					<bFeatureNative>1</bFeatureNative>
				</FeatureNative>
			</FeatureNatives>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GIANT_SPIDER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<UnitCreateFromCombat>UNIT_BABY_SPIDER</UnitCreateFromCombat>
			<iUnitCreateFromCombatChance>5</iUnitCreateFromCombatChance>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GIANT_TORTOISE</Class>
			<Type>UNIT_GIANT_TORTOISE</Type>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GIANT_TORTOISE</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>1</bAnimal>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GIANT_TORTOISE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>9</iCombatDefense>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GIBBON</Class>
			<Type>UNIT_GIBBON</Type>
			<Combat>UNITCOMBAT_ADEPT</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GIBBON</Description>
			<Civilopedia>TXT_KEY_UNIT_GIBBON_PEDIA</Civilopedia>
			<Advisor>ADVISOR_SCIENCE</Advisor>
			<bRivalTerritory>1</bRivalTerritory>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<ReligionType>RELIGION_COUNCIL_OF_ESUS</ReligionType>
			<StateReligion>RELIGION_COUNCIL_OF_ESUS</StateReligion>
			<PrereqReligion>RELIGION_COUNCIL_OF_ESUS</PrereqReligion>
			<PrereqTech>TECH_DECEPTION</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>16</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>200</iAIWeight>
			<iCost>180</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>7</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GIBBON</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ILLUSIONIST</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAbandon>1</bAbandon>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>5</iCombatDefense>
			<iTier>3</iTier>
			<Image>Art/Interface/Popups/Gibbon.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GILDEN</Class>
			<Type>UNIT_GILDEN</Type>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GILDEN</Description>
			<Civilopedia>TXT_KEY_UNIT_GILDEN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GILDEN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<PrereqTech>TECH_ARCHERY</PrereqTech>
			<iAIWeight>200</iAIWeight>
			<iCost>120</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityDefense>25</iCityDefense>
			<iHillsDefense>25</iHillsDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>5</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GILDEN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ELF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEXTEROUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>6</iCombatDefense>
			<iDefensiveStrikeChance>30</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>15</iDefensiveStrikeDamage>
			<iTier>2</iTier>
		<PrereqCiv>CIVILIZATION_LJOSALFAR</PrereqCiv>
			<Image>Art/Interface/Popups/Gilden Silveric.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GORILLA</Class>
			<Type>UNIT_GORILLA</Type>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GORILLA</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<bAnimal>1</bAnimal>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_GORILLA_CAGE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-25</iCityAttack>
			<FeatureNatives>
				<FeatureNative>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<bFeatureNative>1</bFeatureNative>
				</FeatureNative>
			</FeatureNatives>
			<iPower>3</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GORILLA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>4</iCombatDefense>
			<iTier>1</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GOVANNON</Class>
			<Type>UNIT_GOVANNON</Type>
			<Combat>UNITCOMBAT_ADEPT</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GOVANNON</Description>
			<Civilopedia>TXT_KEY_UNIT_GOVANNON_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GOVANNON_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds>
				<Build>
					<BuildType>BUILD_MANA_AIR</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_BODY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_CHAOS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_DEATH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_EARTH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENCHANTMENT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENTROPY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_FIRE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LAW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LIFE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_METAMAGIC</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_MIND</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_NATURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SPIRIT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_WATER</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SHADOW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SUN</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqTech>TECH_ARCANE_LORE</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>32</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>200</iAIWeight>
			<iCost>480</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iWorkRate>400</iWorkRate>
			<iCombat>5</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>10</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GOVANNON</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>5</iCombatDefense>
			<iTier>4</iTier>
		<PrereqCiv>CIVILIZATION_AMURITES</PrereqCiv>
			<Image>Art/Interface/Popups/Govannon.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GREATER_WEREWOLF</Class>
			<Type>UNIT_GREATER_WEREWOLF</Type>
			<Combat>UNITCOMBAT_BEAST</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GREATER_WEREWOLF</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WEREWOLF_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>3</iMoves>
			<iCombat>11</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>16</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GREATER_WEREWOLF</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_WEREWOLF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>11</iCombatDefense>
			<iTier>3</iTier>
			<UnitCreateFromCombat>UNIT_RAVENOUS_WEREWOLF</UnitCreateFromCombat>
			<iUnitCreateFromCombatChance>45</iUnitCreateFromCombatChance>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GRIFFON</Class>
			<Type>UNIT_GRIFFON</Type>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GRIFFON</Description>
			<Civilopedia>TXT_KEY_UNIT_GRIFFON_PEDIA</Civilopedia>
			<bAnimal>1</bAnimal>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iAsset>6</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GRIFFON</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FLYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>4</iCombatDefense>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GRIGORI_MEDIC</Class>
			<Type>UNIT_GRIGORI_MEDIC</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MEDIC</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GRIGORI_MEDIC</Description>
			<Civilopedia>TXT_KEY_UNIT_GRIGORI_MEDIC_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GRIGORI_MEDIC_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bRivalTerritory>1</bRivalTerritory>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DRUID</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MEDIC</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_INFIRMARY</PrereqBuilding>
			<PrereqTech>TECH_MEDICINE</PrereqTech>
			<iCost>180</iCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>6</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GRIGORI_MEDIC</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>4</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqCiv>CIVILIZATION_GRIGORI</PrereqCiv>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GUARDIAN_VINES</Class>
			<Type>UNIT_GUARDIAN_VINES</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_IMMOBILE</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GUARDIAN_VINES</Description>
			<Civilopedia>TXT_KEY_UNIT_GUARDIAN_VINES_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iCombat>9</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>13</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GUARDIAN_VINES</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>9</iCombatDefense>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GURID</Class>
			<Type>UNIT_GURID</Type>
			<Combat>UNITCOMBAT_BEAST</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GURID</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>22</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GURID</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>22</iCombatDefense>
			<iTier>4</iTier>
			<Image>Art/Interface/Popups/Gurid.dds</Image>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_BANANA</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_GUYBRUSH</Class>
			<Type>UNIT_GUYBRUSH</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GUYBRUSH</Description>
			<Civilopedia>TXT_KEY_UNIT_GUYBRUSH_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GUYBRUSH_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<iCost>360</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>7</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>10</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GUYBRUSH</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_BOARDING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>7</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
		<PrereqCiv>CIVILIZATION_LANUN</PrereqCiv>
			<Image>Art/Interface/Popups/Guybrush Threepwood.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HAWK</Class>
			<Type>UNIT_HAWK</Type>
			<Special>SPECIALUNIT_BIRD</Special>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_EXPLORE</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_LAND</SeeInvisible>
			<Description>TXT_KEY_UNIT_HAWK</Description>
			<Civilopedia>TXT_KEY_UNIT_HAWK_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HAWK_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>1</bAnimal>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_HUNTING</PrereqTech>
			<iCost>20</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iAirRange>3</iAirRange>
			<iAirUnitCap>1</iAirUnitCap>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>10</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HAWK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FLYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iTier>1</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_HUNTING_LODGE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HEMAH</Class>
			<Type>UNIT_HEMAH</Type>
			<Combat>UNITCOMBAT_ADEPT</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HEMAH</Description>
			<Civilopedia>TXT_KEY_UNIT_HEMAH_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HEMAH_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds>
				<Build>
					<BuildType>BUILD_MANA_AIR</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_BODY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_CHAOS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_DEATH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_EARTH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENCHANTMENT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENTROPY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_FIRE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LAW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LIFE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_METAMAGIC</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_MIND</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_NATURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SPIRIT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_WATER</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SHADOW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SUN</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<ReligionType>RELIGION_OCTOPUS_OVERLORDS</ReligionType>
			<StateReligion>RELIGION_OCTOPUS_OVERLORDS</StateReligion>
			<PrereqReligion>RELIGION_OCTOPUS_OVERLORDS</PrereqReligion>
			<PrereqTech>TECH_ARCANE_LORE</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>16</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>200</iAIWeight>
			<iCost>180</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iWorkRate>200</iWorkRate>
			<iCombat>7</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>14</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HEMAH</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAbandon>1</bAbandon>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>7</iCombatDefense>
			<iTier>4</iTier>
			<Image>Art/Interface/Popups/Hemah.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HERALD</Class>
			<Type>UNIT_HERALD</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_HERALD</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HERALD_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bCanMoveImpassable>1</bCanMoveImpassable>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_ANIMAL_MASTERY</PrereqTech>
			<iCost>0</iCost>
			<iMoves>2</iMoves>
			<iCombat>14</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-20</iCityAttack>
			<iAnimalCombat>50</iAnimalCombat>
			<SpecialCargo>SPECIALUNIT_BIRD</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>1</iCargo>
			<iAsset>28</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HERALD</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ANGEL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>14</iCombatDefense>
			<iMinLevel>4</iMinLevel>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqCiv>CIVILIZATION_MERCURIANS</PrereqCiv>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HERNE</Class>
			<Type>UNIT_HERNE</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HERNE</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<PrereqTech>TECH_WARHORSES</PrereqTech>
			<iCost>240</iCost>
			<iMoves>3</iMoves>
			<iCombat>11</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>25</iWithdrawalProb>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>24</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HERNE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CENTAUR</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_BLITZ</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>7</iCombatDefense>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
		<PrereqCiv>CIVILIZATION_KURIOTATES</PrereqCiv>
			<Image>Art/Interface/Popups/Herne.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HIGH_PRIEST_OF_KILMORPH</Class>
			<Type>UNIT_HIGH_PRIEST_OF_KILMORPH</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_RUNEKEEPER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HIGH_PRIEST_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<ReligionType>RELIGION_RUNES_OF_KILMORPH</ReligionType>
			<StateReligion>RELIGION_RUNES_OF_KILMORPH</StateReligion>
			<PrereqReligion>RELIGION_RUNES_OF_KILMORPH</PrereqReligion>
			<PrereqTech>TECH_THEOLOGY</PrereqTech>
			<BonusType>BONUS_GEMS</BonusType>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>16</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>16</iAIWeight>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>7</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>14</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HIGH_PRIEST_KILMORPH</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DIVINE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAbandon>1</bAbandon>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>7</iCombatDefense>
			<iFreePromotionPick>1</iFreePromotionPick>
			<iMinLevel>6</iMinLevel>
			<iTier>4</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_HOLY</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HIGH_PRIEST_OF_LEAVES</Class>
			<Type>UNIT_HIGH_PRIEST_OF_LEAVES</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HIGH_PRIEST_OF_LEAVES</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HIGH_PRIEST_OF_LEAVES_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<ReligionType>RELIGION_FELLOWSHIP_OF_LEAVES</ReligionType>
			<StateReligion>RELIGION_FELLOWSHIP_OF_LEAVES</StateReligion>
			<PrereqReligion>RELIGION_FELLOWSHIP_OF_LEAVES</PrereqReligion>
			<PrereqTech>TECH_THEOLOGY</PrereqTech>
			<BonusType>BONUS_INCENSE</BonusType>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>16</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>16</iAIWeight>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>16</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HIGH_PRIEST_LEAVES</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DIVINE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAbandon>1</bAbandon>
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			<iCombatDefense>8</iCombatDefense>
			<iFreePromotionPick>1</iFreePromotionPick>
			<iMinLevel>6</iMinLevel>
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		<UnitInfo>
			<Class>UNITCLASS_HIGH_PRIEST_OF_THE_EMPYREAN</Class>
			<Type>UNIT_HIGH_PRIEST_OF_THE_EMPYREAN</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HIGH_PRIEST_OF_THE_EMPYREAN</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HIGH_PRIEST_OF_THE_EMPYREAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<ReligionType>RELIGION_THE_EMPYREAN</ReligionType>
			<StateReligion>RELIGION_THE_EMPYREAN</StateReligion>
			<PrereqReligion>RELIGION_THE_EMPYREAN</PrereqReligion>
			<PrereqTech>TECH_THEOLOGY</PrereqTech>
			<BonusType>BONUS_INCENSE</BonusType>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>16</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>16</iAIWeight>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>12</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HIGH_PRIEST_EMPYREAN</EarlyArtDefineTag>
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			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
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				<FreePromotion>
					<PromotionType>PROMOTION_DIVINE</PromotionType>
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				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
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				<FreePromotion>
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				<DamageTypeCombat>
					<DamageType>DAMAGE_FIRE</DamageType>
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				<DamageTypeCombat>
					<DamageType>DAMAGE_HOLY</DamageType>
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		<UnitInfo>
			<Class>UNITCLASS_HIGH_PRIEST_OF_THE_ORDER</Class>
			<Type>UNIT_HIGH_PRIEST_OF_THE_ORDER</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PRIOR</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HIGH_PRIEST_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<ReligionType>RELIGION_THE_ORDER</ReligionType>
			<StateReligion>RELIGION_THE_ORDER</StateReligion>
			<PrereqReligion>RELIGION_THE_ORDER</PrereqReligion>
			<PrereqTech>TECH_THEOLOGY</PrereqTech>
			<BonusType>BONUS_INCENSE</BonusType>
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				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>16</iFlavor>
				</Flavor>
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			</UnitMeshGroups>
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				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
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				<FreePromotion>
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				<DamageTypeCombat>
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		<UnitInfo>
			<Class>UNITCLASS_HIGH_PRIEST_OF_THE_OVERLORDS</Class>
			<Type>UNIT_HIGH_PRIEST_OF_THE_OVERLORDS</Type>
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			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SPEAKER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
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			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
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			<bMilitaryProduction>1</bMilitaryProduction>
			<ReligionType>RELIGION_OCTOPUS_OVERLORDS</ReligionType>
			<StateReligion>RELIGION_OCTOPUS_OVERLORDS</StateReligion>
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			<PrereqTech>TECH_THEOLOGY</PrereqTech>
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				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
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		<UnitInfo>
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			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PROFANE</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
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			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
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			<bMilitaryProduction>1</bMilitaryProduction>
			<ReligionType>RELIGION_THE_ASHEN_VEIL</ReligionType>
			<StateReligion>RELIGION_THE_ASHEN_VEIL</StateReligion>
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			<PrereqTech>TECH_THEOLOGY</PrereqTech>
			<BonusType>BONUS_INCENSE</BonusType>
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				<Flavor>
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				<FreePromotion>
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		<UnitInfo>
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			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HIGH_PRIEST_OF_WINTER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
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			<bMilitaryHappiness>1</bMilitaryHappiness>
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			<bPillage>1</bPillage>
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			</UnitMeshGroups>
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				<FreePromotion>
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			<PrereqCiv>CIVILIZATION_ILLIANS</PrereqCiv>
			<DamageTypeCombats>
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		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HILL_GIANT</Class>
			<Type>UNIT_HILL_GIANT</Type>
			<Combat>UNITCOMBAT_BEAST</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HILL_GIANT</Description>
			<Civilopedia>TXT_KEY_UNIT_HILL_GIANT_PEDIA</Civilopedia>
			<bAnimal>1</bAnimal>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
				<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>7</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<iBombardRate>15</iBombardRate>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HILL_GIANT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>7</iCombatDefense>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HORSE_ARCHER</Class>
			<Type>UNIT_CAMEL_ARCHER</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CAMEL_ARCHER</Description>
			<Civilopedia>TXT_KEY_UNIT_CAMEL_ARCHER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CAMEL_ARCHER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_STIRRUPS</PrereqTech>
			<TechTypes>
					<PrereqTech>TECH_ARCHERY</PrereqTech>
			</TechTypes>
			<iCost>120</iCost>
			<iMoves>3</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iWithdrawalProb>35</iWithdrawalProb>
			<iCultureGarrison>5</iCultureGarrison>
			<iAsset>9</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CAMEL_ARCHER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>6</iCombatDefense>
			<iDefensiveStrikeChance>20</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>10</iDefensiveStrikeDamage>
			<iTier>3</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_STABLE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HORSE_ARCHER</Class>
			<Type>UNIT_CENTAUR_ARCHER</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CENTAUR_ARCHER</Description>
			<Civilopedia>TXT_KEY_UNIT_CENTAUR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CENTAUR_ARCHER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_STIRRUPS</PrereqTech>
			<TechTypes>
					<PrereqTech>TECH_ARCHERY</PrereqTech>
			</TechTypes>
			<iCost>120</iCost>
			<iMoves>3</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iWithdrawalProb>35</iWithdrawalProb>
			<iCultureGarrison>5</iCultureGarrison>
			<iAsset>9</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CENTAUR_ARCHER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CENTAUR</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>6</iCombatDefense>
			<iDefensiveStrikeChance>20</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>10</iDefensiveStrikeDamage>
			<iTier>3</iTier>
			<UpgradeCiv>CIVILIZATION_KURIOTATES</UpgradeCiv>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HORSE_ARCHER</Class>
			<Type>UNIT_FYRDWELL</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FYRDWELL</Description>
			<Civilopedia>TXT_KEY_UNIT_FYRDWELL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FYRDWELL_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_STIRRUPS</PrereqTech>
			<TechTypes>
					<PrereqTech>TECH_ARCHERY</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_DEER</BonusType>
			<iCost>120</iCost>
			<iMoves>3</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iWithdrawalProb>35</iWithdrawalProb>
			<iCultureGarrison>5</iCultureGarrison>
			<iAsset>9</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FYRDWELL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ELF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>6</iCombatDefense>
			<iDefensiveStrikeChance>20</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>10</iDefensiveStrikeDamage>
			<iTier>3</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_STABLE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HORSE_ARCHER</Class>
			<Type>UNIT_HORSE_ARCHER</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HORSE_ARCHER</Description>
			<Civilopedia>TXT_KEY_UNIT_HORSE_ARCHER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HORSE_ARCHER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_STIRRUPS</PrereqTech>
			<TechTypes>
					<PrereqTech>TECH_ARCHERY</PrereqTech>
			</TechTypes>
			<PrereqBonuses>
					<BonusType>BONUS_HORSE</BonusType>
					<BonusType>BONUS_NIGHTMARE</BonusType>
					<BonusType>NONE</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>120</iCost>
			<iMoves>3</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iWithdrawalProb>35</iWithdrawalProb>
			<iCultureGarrison>5</iCultureGarrison>
			<iAsset>9</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HORSE_ARCHER</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HORSE_ARCHER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>6</iCombatDefense>
			<iDefensiveStrikeChance>20</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>10</iDefensiveStrikeDamage>
			<iTier>3</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_STABLE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HORSE_ARCHER</Class>
			<Type>UNIT_NYXKIN</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_NYXKIN</Description>
			<Civilopedia>TXT_KEY_UNIT_NYXKIN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HORSE_ARCHER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_STIRRUPS</PrereqTech>
			<TechTypes>
					<PrereqTech>TECH_ARCHERY</PrereqTech>
			</TechTypes>
			<iCost>120</iCost>
			<iMoves>3</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iWithdrawalProb>35</iWithdrawalProb>
			<iCultureGarrison>5</iCultureGarrison>
			<iAsset>9</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>2</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_NYXKIN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DARK_ELF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>6</iCombatDefense>
			<iDefensiveStrikeChance>20</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>10</iDefensiveStrikeDamage>
			<iTier>3</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_STABLE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HORSEMAN</Class>
			<Type>UNIT_BOAR_RIDER</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BOAR_RIDER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BOAR_RIDER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CHARIOT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			<BonusType>BONUS_PIG</BonusType>
			<iCost>60</iCost>
			<iMoves>2</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>25</iWithdrawalProb>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>40</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BOAR_RIDER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DWARF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_STABLE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HORSEMAN</Class>
			<Type>UNIT_CENTAUR</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CENTAUR</Description>
			<Civilopedia>TXT_KEY_UNIT_CENTAUR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CENTAUR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HORSE_ARCHER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CHARIOT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			<iCost>60</iCost>
			<iMoves>3</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>25</iWithdrawalProb>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>40</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>5</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CENTAUR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CENTAUR</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bDisableUpgradeTo>1</bDisableUpgradeTo>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<UpgradeCiv>CIVILIZATION_KURIOTATES</UpgradeCiv>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HORSEMAN</Class>
			<Type>UNIT_HORSEMAN</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HORSEMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_HORSEMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HORSEMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HORSE_ARCHER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CHARIOT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			<PrereqBonuses>
					<BonusType>BONUS_HORSE</BonusType>
					<BonusType>BONUS_NIGHTMARE</BonusType>
					<BonusType>NONE</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>60</iCost>
			<iMoves>3</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iWithdrawalProb>25</iWithdrawalProb>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>40</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>5</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HORSEMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_STABLE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HORSEMAN</Class>
			<Type>UNIT_WOLF_RIDER</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WOLF_RIDER</Description>
			<Civilopedia>TXT_KEY_UNIT_WOLF_RIDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WOLF_RIDER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CHARIOT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			<iCost>60</iCost>
			<iMoves>3</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>10</iWithdrawalProb>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>40</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WOLF_RIDER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ORC</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<UpgradeCiv>CIVILIZATION_CLAN_OF_EMBERS</UpgradeCiv>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HORSEMAN</Class>
			<Type>UNIT_WOLF_RIDER_SCORPION_CLAN</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WOLF_RIDER_SCORPION_CLAN</Description>
			<Civilopedia>TXT_KEY_UNIT_WOLF_RIDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			<iCost>-1</iCost>
			<iMoves>3</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>10</iWithdrawalProb>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>40</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WOLF_RIDER_SCORPION_CLAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ORC</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HUNTER</Class>
			<Type>UNIT_DIVIDED_SOUL</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_DIVIDED_SOUL</Description>
			<Civilopedia>TXT_KEY_UNIT_DIVIDED_SOUL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DIVIDED_SOUL_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RANGER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ASSASSIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_HUNTING</PrereqTech>
			<iCost>60</iCost>
			<iMoves>2</iMoves>
			<iWorkRate>200</iWorkRate>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-20</iCityAttack>
			<iAnimalCombat>50</iAnimalCombat>
			<SpecialCargo>SPECIALUNIT_BIRD</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>1</iCargo>
			<iAsset>4</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DIVIDED_SOUL</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WOLF</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_HUNTING_LODGE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HUNTER</Class>
			<Type>UNIT_HELLHOUND</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_HELLHOUND</Description>
			<Civilopedia>TXT_KEY_UNIT_HELLHOUND_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HELLHOUND_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RANGER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ASSASSIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_HUNTING</PrereqTech>
			<iCost>60</iCost>
			<iMoves>3</iMoves>
			<iWorkRate>200</iWorkRate>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-20</iCityAttack>
			<iAnimalCombat>50</iAnimalCombat>
			<SpecialCargo>SPECIALUNIT_BIRD</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>1</iCargo>
			<iAsset>4</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HELLHOUND</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>3</iCombatDefense>
			<iTier>2</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_HUNTING_LODGE</PrereqBuildingClass>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HUNTER</Class>
			<Type>UNIT_HUNTER</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_HUNTER</Description>
			<Civilopedia>TXT_KEY_UNIT_HUNTER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HUNTER_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RANGER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ASSASSIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_HUNTING</PrereqTech>
			<iCost>60</iCost>
			<iMoves>2</iMoves>
			<iWorkRate>200</iWorkRate>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-20</iCityAttack>
			<iAnimalCombat>50</iAnimalCombat>
			<SpecialCargo>SPECIALUNIT_BIRD</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>1</iCargo>
			<iAsset>4</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HUNTER</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WOLF</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_HUNTING_LODGE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HUNTER</Class>
			<Type>UNIT_LIZARDMAN</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_LIZARDMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_LIZARDMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_LIZARDMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RANGER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ASSASSIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_HUNTING</PrereqTech>
			<iCost>60</iCost>
			<iMoves>2</iMoves>
			<iWorkRate>200</iWorkRate>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-20</iCityAttack>
			<iAnimalCombat>50</iAnimalCombat>
			<SpecialCargo>SPECIALUNIT_BIRD</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>1</iCargo>
			<iAsset>4</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LIZARDMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_LIZARDMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_HUNTING_LODGE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_HYBOREM</Class>
			<Type>UNIT_HYBOREM</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_HYBOREM</Description>
			<Civilopedia>TXT_KEY_LEADER_HYBOREM_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<iCost>100</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>7</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>14</iAsset>
			<iPower>45</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HYBOREM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_LOYALTY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_GELA</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>7</iCombatDefense>
			<iModifyGlobalCounter>5</iModifyGlobalCounter>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
		<PrereqCiv>CIVILIZATION_INFERNAL</PrereqCiv>
			<Image>Art/Interface/Popups/Hyborem.dds</Image>
			<PythonPostCombatLost>postCombatHyborem(pCaster,pOpponent)</PythonPostCombatLost>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ICE_ELEMENTAL</Class>
			<Type>UNIT_ICE_ELEMENTAL</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ICE_ELEMENTAL</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ICE_ELEMENTAL_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
				<TerrainImpassable>
					<TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<iCombat>2</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<iTerrainAttack>20</iTerrainAttack>
				</TerrainAttack>
				<TerrainAttack>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<iTerrainAttack>10</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses>
				<TerrainDefense>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<iTerrainDefense>20</iTerrainDefense>
				</TerrainDefense>
				<TerrainDefense>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<iTerrainDefense>10</iTerrainDefense>
				</TerrainDefense>
			</TerrainDefenses>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>6</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ICE_ELEMENTAL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ELEMENTAL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_VULNERABLE_TO_FIRE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_COLD</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>2</iCombatDefense>
			<iTier>3</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_COLD</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_ICE</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_IMMORTAL</Class>
			<Type>UNIT_BONE_GOLEM</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BONE_GOLEM</Description>
			<Civilopedia>TXT_KEY_UNIT_BONE_GOLEM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BONE_GOLEM_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_DIVINE_ESSENCE</PrereqTech>
			<BonusType>BONUS_IVORY</BonusType>
			<iCost>360</iCost>
			<iMoves>1</iMoves>
			<iCombat>13</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>26</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BONE_GOLEM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_GOLEM</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CANNIBALIZE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bDisableUpgradeTo>1</bDisableUpgradeTo>
			<bImmortal>1</bImmortal>
			<iCombatDefense>13</iCombatDefense>
			<iTier>4</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_IMMORTAL</Class>
			<Type>UNIT_IMMORTAL</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_IMMORTAL</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_IMMORTAL_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_DIVINE_ESSENCE</PrereqTech>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>9</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>18</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_IMMORTAL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bImmortal>1</bImmortal>
			<iCombatDefense>9</iCombatDefense>
			<iMinLevel>6</iMinLevel>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_IMMORTAL</Class>
			<Type>UNIT_OGRE_WARCHIEF</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_OGRE_WARCHIEF</Description>
			<Civilopedia>TXT_KEY_UNIT_OGRE_WARCHIEF_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_OGRE_WARCHIEF_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_DIVINE_ESSENCE</PrereqTech>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>11</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>18</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_OGRE_WARCHIEF</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ORC</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bImmortal>1</bImmortal>
			<iCombatDefense>11</iCombatDefense>
			<iMinLevel>6</iMinLevel>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
			<UpgradeCiv>CIVILIZATION_CLAN_OF_EMBERS</UpgradeCiv>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_IMMORTAL</Class>
			<Type>UNIT_SKULD</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SKULD</Description>
			<Civilopedia>TXT_KEY_UNIT_SKULD_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_IMMORTAL_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_DIVINE_ESSENCE</PrereqTech>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>9</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>18</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_IMMORTAL_DOVIELLO</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bImmortal>1</bImmortal>
			<iCombatDefense>9</iCombatDefense>
			<iMinLevel>6</iMinLevel>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_IMMORTAL</Class>
			<Type>UNIT_VAMPIRE_LORD</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_VAMPIRE_LORD</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_VAMPIRE_LORD_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_DIVINE_ESSENCE</PrereqTech>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>9</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>18</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_VAMPIRE_LORD</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_VAMPIRE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEATH1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_BODY1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MIND1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bImmortal>1</bImmortal>
			<iCombatDefense>9</iCombatDefense>
			<iMinLevel>12</iMinLevel>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
			<UpgradeCiv>CIVILIZATION_CALABIM</UpgradeCiv>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_IRA</Class>
			<Type>UNIT_IRA</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_IRA</Description>
			<Civilopedia>TXT_KEY_UNIT_IRA_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_IRA_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>16</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_IRA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_WATER_WALKING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CANNIBALIZE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>8</iCombatDefense>
			<iTier>4</iTier>
			<PythonPostCombatWon>postCombatIra(pCaster,pOpponent)</PythonPostCombatWon>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>4</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_KITHRA</Class>
			<Type>UNIT_KITHRA</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_LAND</SeeInvisible>
			<Description>TXT_KEY_UNIT_KITHRA</Description>
			<Civilopedia>TXT_KEY_UNIT_KITHRA_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_KITHRA_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<ReligionType>RELIGION_FELLOWSHIP_OF_LEAVES</ReligionType>
			<StateReligion>RELIGION_FELLOWSHIP_OF_LEAVES</StateReligion>
			<PrereqReligion>RELIGION_FELLOWSHIP_OF_LEAVES</PrereqReligion>
			<PrereqTech>TECH_FERAL_BOND</PrereqTech>
			<iAIWeight>200</iAIWeight>
			<iCost>180</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>3</iMoves>
			<iWorkRate>40</iWorkRate>
			<iCombat>8</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iWithdrawalProb>35</iWithdrawalProb>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>12</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_KITHRA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ELF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAbandon>1</bAbandon>
			<iCombatDefense>8</iCombatDefense>
			<iTier>3</iTier>
			<Image>Art/Interface/Popups/Kithra Kyriel.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_KNIGHT</Class>
			<Type>UNIT_BISON_RIDER</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BISON_RIDER</Description>
			<Civilopedia>TXT_KEY_UNIT_KNIGHT_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_STABLE</PrereqBuilding>
			<PrereqTech>TECH_WARHORSES</PrereqTech>
			<iCost>240</iCost>
			<iMoves>2</iMoves>
			<iCombat>12</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>35</iWithdrawalProb>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>24</iAsset>
			<iPower>22</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BISON_RIDER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>10</iCombatDefense>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_KNIGHT</Class>
			<Type>UNIT_CENTAUR_LANCER</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_CENTAUR_LANCER</Description>
			<Civilopedia>TXT_KEY_UNIT_CENTAUR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CENTAUR_LANCER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_WARHORSES</PrereqTech>
			<iCost>240</iCost>
			<iMoves>3</iMoves>
			<iCombat>11</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>35</iWithdrawalProb>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>22</iAsset>
			<iPower>22</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_CENTAUR_LANCER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CENTAUR</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>7</iCombatDefense>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
			<UpgradeCiv>CIVILIZATION_KURIOTATES</UpgradeCiv>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_KNIGHT</Class>
			<Type>UNIT_DEATH_KNIGHT</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DEATH_KNIGHT</Description>
			<Civilopedia>TXT_KEY_UNIT_DEATH_KNIGHT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DEATH_KNIGHT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_STABLE</PrereqBuilding>
			<PrereqTech>TECH_WARHORSES</PrereqTech>
			<PrereqBonuses>
					<BonusType>BONUS_HORSE</BonusType>
					<BonusType>BONUS_NIGHTMARE</BonusType>
					<BonusType>NONE</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>240</iCost>
			<iMoves>3</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>35</iWithdrawalProb>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>16</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_DEATH_KNIGHT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEATH1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>4</iCombatDefense>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_DEATH</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_KNIGHT</Class>
			<Type>UNIT_HORNGUARD</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_DWARVEN_HORNGUARD</Description>
			<Civilopedia>TXT_KEY_UNIT_KNIGHT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_DWARVEN_HORNGUARD_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_STABLE</PrereqBuilding>
			<PrereqTech>TECH_WARHORSES</PrereqTech>
			<iCost>240</iCost>
			<iMoves>2</iMoves>
			<iCombat>12</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>35</iWithdrawalProb>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>24</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HORNGUARD</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DWARF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>8</iCombatDefense>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_KNIGHT</Class>
			<Type>UNIT_KNIGHT</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_KNIGHT</Description>
			<Civilopedia>TXT_KEY_UNIT_KNIGHT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_KNIGHT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_STABLE</PrereqBuilding>
			<PrereqTech>TECH_WARHORSES</PrereqTech>
			<PrereqBonuses>
					<BonusType>BONUS_HORSE</BonusType>
					<BonusType>BONUS_NIGHTMARE</BonusType>
					<BonusType>NONE</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>240</iCost>
			<iMoves>3</iMoves>
			<iCombat>11</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>35</iWithdrawalProb>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>22</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_KNIGHT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>7</iCombatDefense>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_KNIGHT</Class>
			<Type>UNIT_WAR_TORTOISE</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WAR_TORTOISE</Description>
			<Civilopedia>TXT_KEY_UNIT_WAR_TORTOISE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WAR_TORTOISE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_SIEGE_WORKSHOP</PrereqBuilding>
			<PrereqTech>TECH_WARHORSES</PrereqTech>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>11</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iCultureGarrison>5</iCultureGarrison>
			<iAsset>22</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WAR_TORTOISE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_WATER_WALKING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>19</iCombatDefense>
			<iTier>4</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_KRAKEN</Class>
			<Type>UNIT_KRAKEN</Type>
			<Combat>UNITCOMBAT_BEAST</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_KRAKEN</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_KRAKEN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bRenderBelowWater>1</bRenderBelowWater>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>4</iMoves>
			<iCombat>17</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iAsset>26</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>2.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_KRAKEN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_STEALTH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>17</iCombatDefense>
			<iTier>4</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LEVIATHAN</Class>
			<Type>UNIT_LEVIATHAN</Type>
			<Combat>UNITCOMBAT_BEAST</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LEVIATHAN</Description>
			<Civilopedia>TXT_KEY_UNIT_LEVIATHAN_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bRenderBelowWater>1</bRenderBelowWater>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>4</iMoves>
			<iCombat>22</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>2.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LEVIATHAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>22</iCombatDefense>
			<iTier>4</iTier>
			<Image>Art/Interface/Popups/Leviathan.dds</Image>
			<PythonPostCombatLost>postCombatLeviathan(pCaster,pOpponent)</PythonPostCombatLost>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LICH</Class>
			<Type>UNIT_LICH</Type>
			<Combat>UNITCOMBAT_ADEPT</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LICH</Description>
			<Civilopedia>TXT_KEY_UNIT_LICH_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_WARWIZARD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds>
				<Build>
					<BuildType>BUILD_MANA_AIR</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_BODY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_CHAOS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_DEATH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_EARTH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENCHANTMENT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENTROPY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_FIRE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LAW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LIFE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_METAMAGIC</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_MIND</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_NATURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SPIRIT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_WATER</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SHADOW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SUN</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<iAIWeight>220</iAIWeight>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iWorkRate>400</iWorkRate>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>10</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LICH</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_UNDEAD</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>5</iCombatDefense>
			<iTier>4</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_DEATH</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LIGHTBRINGER</Class>
			<Type>UNIT_LIGHTBRINGER</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MEDIC</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LIGHTBRINGER</Description>
			<Civilopedia>TXT_KEY_UNIT_LIGHTBRINGER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_LIGHTBRINGER_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DISCIPLE_FELLOWSHIP_OF_LEAVES</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DISCIPLE_OCTOPUS_OVERLORDS</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DISCIPLE_RUNES_OF_KILMORPH</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DISCIPLE_THE_ASHEN_VEIL</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DISCIPLE_THE_ORDER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DISCIPLE_EMPYREAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>4</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>60</iCost>
			<iMoves>1</iMoves>
			<iCombat>2</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>1</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LIGHTBRINGER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
		<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>2</iCombatDefense>
			<iTier>1</iTier>
			<PrereqCiv>CIVILIZATION_MALAKIM</PrereqCiv>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LIGHTNING_ELEMENTAL</Class>
			<Type>UNIT_LIGHTNING_ELEMENTAL</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LIGHTNING_ELEMENTAL</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_LIGHTNING_ELEMENTAL_STRATEGY</Strategy>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iPower>3</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LIGHTNING_ELEMENTAL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_BLITZ</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ELEMENTAL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_LIGHTNING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iTier>2</iTier>
			<PythonPostCombatWon>postCombatHeal50(pCaster,pOpponent)</PythonPostCombatWon>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_LIGHTNING</DamageType>
					<iCombat>3</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LION</Class>
			<Type>UNIT_LION</Type>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LION</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_LION_STRATEGY</Strategy>
			<bAnimal>1</bAnimal>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_LION_CAGE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-25</iCityAttack>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<iPower>2</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LIONESS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>3</iCombatDefense>
			<iTier>1</iTier>
			<UnitConvertFromCombat>UNIT_LION_PRIDE</UnitConvertFromCombat>
			<iUnitConvertFromCombatChance>10</iUnitConvertFromCombatChance>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LION_PRIDE</Class>
			<Type>UNIT_LION_PRIDE</Type>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LION_PRIDE</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_LION_STRATEGY</Strategy>
			<bAnimal>1</bAnimal>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_LION_CAGE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-25</iCityAttack>
			<iPower>2</iPower>
			<UnitMeshGroups>
			<iGroupSize>5</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>5</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LIONESS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LOKI</Class>
			<Type>UNIT_LOKI</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LOKI</Description>
			<Civilopedia>TXT_KEY_UNIT_LOKI_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_LOKI_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bOnlyDefensive>1</bOnlyDefensive>
			<bRivalTerritory>1</bRivalTerritory>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bInvestigate>1</bInvestigate>
			<iAIWeight>200</iAIWeight>
			<iCost>180</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>2</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>1</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LOKI</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MIND1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHAOS1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_EXTENSION1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MAGIC_IMMUNE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>2</iCombatDefense>
			<iTier>1</iTier>
			<iWithdrawlProbDefensive>100</iWithdrawlProbDefensive>
		<PrereqCiv>CIVILIZATION_BALSERAPHS</PrereqCiv>
			<Image>Art/Interface/Popups/Loki.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LONGBOWMAN</Class>
			<Type>UNIT_FIREBOW</Type>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_FIREBOW</Description>
			<Civilopedia>TXT_KEY_UNIT_FIREBOW_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FIREBOW_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CROSSBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MARKSMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ARQUEBUS</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_BOWYERS</PrereqTech>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityDefense>25</iCityDefense>
			<iHillsDefense>25</iHillsDefense>
			<iConscription>3</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>7</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_FIREBOW</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FIRE1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>4</iCombatDefense>
			<iDefensiveStrikeChance>30</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>15</iDefensiveStrikeDamage>
			<iTier>3</iTier>
			<iWeaponTier>2</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_ARCHERY_RANGE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LONGBOWMAN</Class>
			<Type>UNIT_GARGOYLE</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GARGOYLE</Description>
			<Civilopedia>TXT_KEY_UNIT_GARGOYLE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GARGOYLE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_SCULPTORS_STUDIO</PrereqBuilding>
			<PrereqTech>TECH_ENGINEERING</PrereqTech>
			<iCost>180</iCost>
			<iMoves>1</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityDefense>25</iCityDefense>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_MARBLE</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>12</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GARGOYLE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_GOLEM</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEFENSIVE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bDisableUpgradeTo>1</bDisableUpgradeTo>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>8</iCombatDefense>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LONGBOWMAN</Class>
			<Type>UNIT_LONGBOWMAN</Type>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LONGBOWMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_LONGBOWMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_LONGBOWMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CROSSBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MARKSMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ARQUEBUS</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_BOWYERS</PrereqTech>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityDefense>25</iCityDefense>
			<iHillsDefense>25</iHillsDefense>
			<iConscription>3</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>7</iAsset>
			<iPower>9</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LONGBOWMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>6</iCombatDefense>
			<iDefensiveStrikeChance>30</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>15</iDefensiveStrikeDamage>
			<iTier>3</iTier>
			<iWeaponTier>2</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_ARCHERY_RANGE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LOSHA</Class>
			<Type>UNIT_LOSHA</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LOSHA</Description>
			<Civilopedia>TXT_KEY_UNIT_LOSHA_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_LOSHA_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<PrereqTech>TECH_FANATICISM</PrereqTech>
			<iAIWeight>200</iAIWeight>
			<iCost>300</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>7</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>10</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LOSHA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_VAMPIRE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEATH1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_BODY1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>7</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
		<PrereqCiv>CIVILIZATION_CALABIM</PrereqCiv>
			<PromotionFromCombat>PROMOTION_IMMORTAL</PromotionFromCombat>
			<Image>Art/Interface/Popups/Losha Valas.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LUCIAN</Class>
			<Type>UNIT_LUCIAN</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LUCIAN</Description>
			<Civilopedia>TXT_KEY_UNIT_LUCIAN_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<iCost>60</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCityAttack>10</iCityAttack>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>5</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LUCIAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_WINTERBORN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
		<PrereqCiv>CIVILIZATION_DOVIELLO</PrereqCiv>
			<Image>Art/Interface/Popups/Lucian.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_LUNATIC</Class>
			<Type>UNIT_LUNATIC</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LUNATIC</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_LUNATIC_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BERSERKER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqReligion>RELIGION_OCTOPUS_OVERLORDS</PrereqReligion>
			<PrereqBuilding>BUILDING_ASYLUM</PrereqBuilding>
			<PrereqTech>TECH_MIND_STAPLING</PrereqTech>
			<iCost>90</iCost>
			<iMoves>1</iMoves>
			<iCombat>7</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCollateralDamage>20</iCollateralDamage>
			<iCollateralDamageLimit>10</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>4</iCollateralDamageMaxUnits>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>9</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
			<iGroupSize>5</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>5</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>5</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LUNATIC</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CRAZED</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>4</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MAGE</Class>
			<Type>UNIT_ILLUSIONIST</Type>
			<Combat>UNITCOMBAT_ADEPT</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MAGE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ILLUSIONIST</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ILLUSIONIST_STRATEGY</Strategy>
			<Advisor>ADVISOR_SCIENCE</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ARCHMAGE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_WARWIZARD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MANA_UPGRADE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_TERRAFORMER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds>
				<Build>
					<BuildType>BUILD_MANA_AIR</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_BODY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_CHAOS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_DEATH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_EARTH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENCHANTMENT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENTROPY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_FIRE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LAW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LIFE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_METAMAGIC</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_MIND</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_NATURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SPIRIT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_WATER</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SHADOW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SUN</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqTech>TECH_SORCERY</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>16</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iWorkRate>300</iWorkRate>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>6</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ILLUSIONIST</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ILLUSIONIST</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>4</iCombatDefense>
			<iFreePromotionPick>1</iFreePromotionPick>
			<iMinLevel>4</iMinLevel>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MAGE</Class>
			<Type>UNIT_MAGE</Type>
			<Combat>UNITCOMBAT_ADEPT</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MAGE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MAGE</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MAGE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ARCHMAGE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_WARWIZARD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MANA_UPGRADE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_TERRAFORMER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds>
				<Build>
					<BuildType>BUILD_MANA_AIR</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_BODY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_CHAOS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_DEATH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_EARTH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENCHANTMENT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENTROPY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_FIRE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LAW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LIFE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_METAMAGIC</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_MIND</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_NATURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SPIRIT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_WATER</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SHADOW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SUN</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqTech>TECH_SORCERY</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>16</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iWorkRate>300</iWorkRate>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>6</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MAGE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>4</iCombatDefense>
			<iFreePromotionPick>1</iFreePromotionPick>
			<iMinLevel>4</iMinLevel>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MAGE</Class>
			<Type>UNIT_WIZARD</Type>
			<Combat>UNITCOMBAT_ADEPT</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MAGE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WIZARD</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MAGE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ARCHMAGE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_WARWIZARD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MANA_UPGRADE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_TERRAFORMER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds>
				<Build>
					<BuildType>BUILD_MANA_AIR</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_BODY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_CHAOS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_DEATH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_EARTH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENCHANTMENT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENTROPY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_FIRE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LAW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LIFE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_METAMAGIC</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_MIND</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_NATURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SPIRIT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_WATER</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SHADOW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SUN</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqTech>TECH_SORCERY</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>16</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iWorkRate>300</iWorkRate>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>6</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WIZARD</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SPELLSTAFF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>4</iCombatDefense>
			<iFreePromotionPick>1</iFreePromotionPick>
			<iMinLevel>4</iMinLevel>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MAGNADINE</Class>
			<Type>UNIT_MAGNADINE</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MAGNADINE</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MAGNADINE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_WARHORSES</PrereqTech>
			<PrereqBonuses>
					<BonusType>BONUS_HORSE</BonusType>
					<BonusType>BONUS_NIGHTMARE</BonusType>
					<BonusType>NONE</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>360</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>4</iMoves>
			<iCombat>11</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>50</iWithdrawalProb>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>16</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MAGNADINE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_COMMANDO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_COURAGE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>11</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
		<PrereqCiv>CIVILIZATION_HIPPUS</PrereqCiv>
			<Image>Art/Interface/Popups/Magnadine.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MAN_O_WAR</Class>
			<Type>UNIT_MAN_O_WAR</Type>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MAN_O_WAR</Description>
			<Civilopedia>TXT_KEY_UNIT_MAN_O_WAR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MAN_O_WAR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				  <UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_BLASTING_POWDER</PrereqTech>
			<TechTypes>
					<PrereqTech>TECH_ASTRONOMY</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_GUNPOWDER</BonusType>
			<iCost>225</iCost>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>5</iMoves>
			<iCombat>13</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iBombardRate>20</iBombardRate>
			<SpecialCargo>SPECIALUNIT_BIRD</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>1</iCargo>
			<iAsset>18</iAsset>
			<iPower>25</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>2.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MAN_O_WAR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>13</iCombatDefense>
			<iTier>4</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MANES</Class>
			<Type>UNIT_MANES</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MANES</Description>
			<Civilopedia>TXT_KEY_UNIT_MANES_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MANES_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_WARRIOR</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SCOUT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ADEPT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iBaseHurry>25</iBaseHurry>
			<iCombat>2</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iAsset>1</iAsset>
			<iPower>1</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MANES</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>2</iCombatDefense>
			<iTier>1</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MANTICORE</Class>
			<Type>UNIT_MANTICORE</Type>
			<Combat>UNITCOMBAT_BEAST</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MANTICORE</Description>
			<Civilopedia>TXT_KEY_UNIT_MANTICORE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MANTICORE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>3</iMoves>
			<iCombat>12</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iConscription>4</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>24</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MANTICORE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CANNIBALIZE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FLYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>8</iCombatDefense>
			<iTier>4</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MARDERO</Class>
			<Type>UNIT_MARDERO</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MARDERO</Description>
			<Civilopedia>TXT_KEY_UNIT_MARDERO_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MARDERO_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<ReligionType>RELIGION_THE_ASHEN_VEIL</ReligionType>
			<StateReligion>RELIGION_THE_ASHEN_VEIL</StateReligion>
			<PrereqReligion>RELIGION_THE_ASHEN_VEIL</PrereqReligion>
			<PrereqTech>TECH_MALEVOLENT_DESIGNS</PrereqTech>
			<iCost>240</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>10</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_DISCIPLE</UnitCombatType>
					<iUnitCombatMod>40</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>20</iAsset>
			<iPower>40</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MARDERO</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ENTROPY1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_STIGMATA</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAbandon>1</bAbandon>
			<iCombatDefense>10</iCombatDefense>
			<iModifyGlobalCounter>3</iModifyGlobalCounter>
			<iTier>4</iTier>
			<Image>Art/Interface/Popups/Mardero.dds</Image>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>4</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MARGALARD</Class>
			<Type>UNIT_MARGALARD</Type>
			<Combat>UNITCOMBAT_BEAST</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MARGALARD</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>22</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MARGALARD</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>22</iCombatDefense>
			<iTier>4</iTier>
			<Image>Art/Interface/Popups/Margalard.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MARKSMAN</Class>
			<Type>UNIT_MARKSMAN</Type>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_LAND</SeeInvisible>
			<Description>TXT_KEY_UNIT_MARKSMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_MARKSMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MARKSMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_PRECISION</PrereqTech>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>11</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iConscription>4</iConscription>
			<iCultureGarrison>7</iCultureGarrison>
			<iAsset>22</iAsset>
			<iPower>16</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MARKSMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARKSMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>11</iCombatDefense>
			<iDefensiveStrikeChance>40</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>20</iDefensiveStrikeDamage>
			<iMinLevel>6</iMinLevel>
			<iTier>4</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_ARCHERY_RANGE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MAROS</Class>
			<Type>UNIT_MAROS</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MAROS</Description>
			<Civilopedia>TXT_KEY_UNIT_MAROS_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<iAIWeight>200</iAIWeight>
			<iCost>180</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCityDefense>50</iCityDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>12</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MAROS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DWARF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>12</iCombatDefense>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
		<PrereqCiv>CIVILIZATION_KHAZAD</PrereqCiv>
			<Image>Art/Interface/Popups/Maros.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MARY</Class>
			<Type>UNIT_MARY</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MARY</Description>
			<Civilopedia>TXT_KEY_UNIT_MARY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>50</iWithdrawalProb>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>9</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_PLAGUE_CARRIER</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>6</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
			<Image>Art/Interface/Popups/Mary.dds</Image>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MERCENARY</Class>
			<Type>UNIT_MERCENARY</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MERCENARY</Description>
			<Civilopedia>TXT_KEY_UNIT_MERCENARY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MERCENARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>10</iWithdrawalProb>
			<iCultureGarrison>5</iCultureGarrison>
			<iAsset>7</iAsset>
			<iPower>5</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MERCENARY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bNoWarWeariness>1</bNoWarWeariness>
			<iCombatDefense>5</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MERCENARY</Class>
			<Type>UNIT_MERCENARY_MOUNTED</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MERCENARY_MOUNTED</Description>
			<Civilopedia>TXT_KEY_UNIT_MERCENARY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MERCENARY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>3</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>20</iWithdrawalProb>
			<iCultureGarrison>5</iCultureGarrison>
			<iAsset>7</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MERCENARY_MOUNTED</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bNoWarWeariness>1</bNoWarWeariness>
			<iCombatDefense>5</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MERCHANT</Class>
			<Type>UNIT_MERCHANT</Type>
			<UniqueNames>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_1</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_2</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_3</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_4</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_5</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_6</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_7</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_8</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_9</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_10</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_11</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_12</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_13</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_14</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_15</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_16</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_17</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_18</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_19</UniqueName>
				<UniqueName>TXT_KEY_UNIT_MERCHANT_20</UniqueName>
			</UniqueNames>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MERCHANT</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GREAT_MERCHANT</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_PEOPLE_PEDIA</Civilopedia>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bOnlyDefensive>1</bOnlyDefensive>
			<bRivalTerritory>1</bRivalTerritory>
			<bGoldenAge>1</bGoldenAge>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MERCHANT</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<GreatPeoples>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GREAT_MERCHANT</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
			</GreatPeoples>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_NOX_NOCTIS</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_GOLD</FlavorType>
					<iFlavor>3</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>2</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_PRODUCTION</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iBaseDiscover>1000</iBaseDiscover>
			<iDiscoverMultiplier>2</iDiscoverMultiplier>
			<iBaseTrade>500</iBaseTrade>
			<iTradeMultiplier>200</iTradeMultiplier>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MERCHANT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bCanMoveLimitedBorders>1</bCanMoveLimitedBorders>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MESHABBER</Class>
			<Type>UNIT_MESHABBER</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MESHABBER</Description>
			<Civilopedia>TXT_KEY_UNIT_MESHABBER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MESHABBER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<HolyCity>RELIGION_THE_ASHEN_VEIL</HolyCity>
			<StateReligion>RELIGION_THE_ASHEN_VEIL</StateReligion>
			<PrereqReligion>RELIGION_THE_ASHEN_VEIL</PrereqReligion>
			<PrereqTech>TECH_INFERNAL_PACT</PrereqTech>
			<iCost>1200</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>19</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>38</iAsset>
			<iPower>100</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MESHABBER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_FIRE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DIVINE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FIRE2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAbandon>1</bAbandon>
			<iCombatDefense>19</iCombatDefense>
			<iModifyGlobalCounter>3</iModifyGlobalCounter>
			<iPrereqGlobalCounter>70</iPrereqGlobalCounter>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
			<Image>Art/Interface/Popups/Meshabber of Dis.dds</Image>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_FIRE</DamageType>
					<iCombat>6</iCombat>
				</DamageTypeCombat>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>6</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_METEOR</Class>
			<Type>UNIT_METEOR</Type>
			<Special>SPECIALUNIT_SPELL</Special>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_METEOR</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bNoCapture>1</bNoCapture>
			<bQuickCombat>1</bQuickCombat>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bSuicide>1</bSuicide>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY_LEMMING</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>60</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>4</iCollateralDamageMaxUnits>
			<iBombardRate>15</iBombardRate>
			<iCultureGarrison>3</iCultureGarrison>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_METEOR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FLYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ELEMENTAL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_FIRE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bExplodeInCombat>1</bExplodeInCombat>
			<bNoWarWeariness>1</bNoWarWeariness>
			<iTier>4</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_FIRE</DamageType>
					<iCombat>6</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MINOTAUR</Class>
			<Type>UNIT_MINOTAUR</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MINOTAUR</Description>
			<Civilopedia>TXT_KEY_UNIT_MINOTAUR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MINOTAUR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityDefense>25</iCityDefense>
			<iConscription>4</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>16</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MINOTAUR_SYNISH</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MINOTAUR_AHMEN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>11</iCombatDefense>
			<iTier>4</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MISTFORM</Class>
			<Type>UNIT_MISTFORM</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MISTFORM</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MISTFORM_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>12</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MISTFORM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ELEMENTAL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_INVISIBLE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HIDDEN_NATIONALITY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>6</iCombatDefense>
			<iTier>4</iTier>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_SHADOW</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MITHRIL_GOLEM</Class>
			<Type>UNIT_MITHRIL_GOLEM</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MITHRIL_GOLEM</Description>
			<Civilopedia>TXT_KEY_UNIT_MITHRIL_GOLEM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MITHRIL_GOLEM_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<HolyCity>RELIGION_RUNES_OF_KILMORPH</HolyCity>
			<ReligionType>RELIGION_RUNES_OF_KILMORPH</ReligionType>
			<StateReligion>RELIGION_RUNES_OF_KILMORPH</StateReligion>
			<PrereqReligion>RELIGION_RUNES_OF_KILMORPH</PrereqReligion>
			<PrereqTech>TECH_MITHRIL_WORKING</PrereqTech>
			<BonusType>BONUS_MITHRIL</BonusType>
			<iCost>1200</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>25</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCityAttack>60</iCityAttack>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>50</iAsset>
			<iPower>100</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MITHRIL_GOLEM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DIVINE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_GOLEM</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAbandon>1</bAbandon>
			<bDisableUpgradeTo>1</bDisableUpgradeTo>
			<iCombatDefense>25</iCombatDefense>
			<iPrereqGlobalCounter>70</iPrereqGlobalCounter>
			<iTier>4</iTier>
			<Image>Art/Interface/Popups/The Mithril Golem.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MOBIUS_WITCH</Class>
			<Type>UNIT_MOBIUS_WITCH</Type>
			<Combat>UNITCOMBAT_ADEPT</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_WARWIZARD</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MOBIUS_WITCH</Description>
			<Civilopedia>TXT_KEY_UNIT_MOBIUS_WITCH_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MOBIUS_WITCH_STRATEGY</Strategy>
			<Advisor>ADVISOR_SCIENCE</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ARCHMAGE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_WARWIZARD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MANA_UPGRADE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_TERRAFORMER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<Builds>
				<Build>
					<BuildType>BUILD_MANA_AIR</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_BODY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_CHAOS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_DEATH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_EARTH</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENCHANTMENT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_ENTROPY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_FIRE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LAW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_LIFE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_METAMAGIC</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_MIND</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_NATURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SPIRIT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_WATER</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SHADOW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MANA_SUN</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iWorkRate>300</iWorkRate>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>6</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MOBIUS_WITCH</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>4</iCombatDefense>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MOKKA</Class>
			<Type>UNIT_MOKKA</Type>
			<Combat>UNITCOMBAT_ADEPT</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MOKKA</Description>
			<Civilopedia>TXT_KEY_UNIT_MOKKA_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MOKKA_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iMoves>1</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>6</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MOKKA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FROSTLING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>6</iCombatDefense>
			<iTier>3</iTier>
			<Image>Art/Interface/Popups/Mokka.dds</Image>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_COLD</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MONK</Class>
			<Type>UNIT_MONK</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MONK</Description>
			<Civilopedia>TXT_KEY_UNIT_MONK_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MONK_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_IMMORTAL</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PALADIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_PRIESTHOOD</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>120</iCost>
			<iMoves>2</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iAsset>9</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MONK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON_SLAYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>6</iCombatDefense>
			<iTier>3</iTier>
			<PrereqCiv>CIVILIZATION_ELOHIM</PrereqCiv>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_MUIRIN</Class>
			<Type>UNIT_MUIRIN</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MUIRIN</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bCanMoveAllTerrain>1</bCanMoveAllTerrain>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>5</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MUIRIN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_VULNERABLE_TO_FIRE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_UNDEAD</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_WATER_WALKING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>3</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
			<Image>Art/Interface/Popups/Muirin.dds</Image>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_NIGHTWATCH</Class>
			<Type>UNIT_NIGHTWATCH</Type>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_NIGHTWATCH</Description>
			<Civilopedia>TXT_KEY_UNIT_NIGHTWATCH_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_NIGHTWATCH_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ASSASSIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SHADOWRIDER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_COUNCIL_OF_ESUS</ReligionType>
			<StateReligion>RELIGION_COUNCIL_OF_ESUS</StateReligion>
			<PrereqReligion>RELIGION_COUNCIL_OF_ESUS</PrereqReligion>
			<PrereqTech>TECH_BOWYERS</PrereqTech>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iConscription>3</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_NIGHTWATCH</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HIDDEN_NATIONALITY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>3</iCombatDefense>
			<iDefensiveStrikeChance>30</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>15</iDefensiveStrikeDamage>
			<iTier>3</iTier>
			<iWeaponTier>2</iWeaponTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_OPHANIM</Class>
			<Type>UNIT_OPHANIM</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_OPHANIM</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_OPHANIM_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_WARHORSES</PrereqTech>
			<PrereqBonuses>
					<BonusType>BONUS_HORSE</BonusType>
					<BonusType>BONUS_NIGHTMARE</BonusType>
					<BonusType>NONE</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>0</iCost>
			<iMoves>2</iMoves>
			<iCombat>9</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>25</iWithdrawalProb>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>18</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_OPHANIM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ANGEL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FLYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>6</iCombatDefense>
			<iMinLevel>4</iMinLevel>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqCiv>CIVILIZATION_MERCURIANS</PrereqCiv>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_HOLY</DamageType>
					<iCombat>3</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ORTHUS</Class>
			<Type>UNIT_ORTHUS</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ORTHUS</Description>
			<Civilopedia>TXT_KEY_UNIT_ORTHUS_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<iAIWeight>200</iAIWeight>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCityDefense>25</iCityDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>5</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ORTHUS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ORC</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ORTHUSS_AXE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_LOYALTY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>5</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
		<PrereqCiv>CIVILIZATION_BARBARIAN</PrereqCiv>
			<Image>Art/Interface/Popups/Orthus.dds</Image>
			<PythonPostCombatLost>postCombatOrthus(pCaster,pOpponent)</PythonPostCombatLost>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PALADIN</Class>
			<Type>UNIT_PALADIN</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PALADIN</Description>
			<Civilopedia>TXT_KEY_UNIT_PALADIN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PALADIN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_RIGHTEOUSNESS</PrereqTech>
			<PrereqBonuses>
					<BonusType>BONUS_IRON</BonusType>
					<BonusType>BONUS_MITHRIL</BonusType>
					<BonusType>NONE</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>11</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>5</iCultureGarrison>
			<iAsset>22</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PALADIN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_COURAGE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_DISEASE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON_SLAYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>11</iCombatDefense>
			<iTier>4</iTier>
			<PrereqAlignment>ALIGNMENT_GOOD</PrereqAlignment>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_HOLY</DamageType>
					<iCombat>3</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PARAMANDER</Class>
			<Type>UNIT_PARAMANDER</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PARAMANDER</Description>
			<Civilopedia>TXT_KEY_UNIT_PARAMANDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PARAMANDER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PALADIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_RUNES_OF_KILMORPH</ReligionType>
			<StateReligion>RELIGION_RUNES_OF_KILMORPH</StateReligion>
			<PrereqReligion>RELIGION_RUNES_OF_KILMORPH</PrereqReligion>
			<PrereqBuilding>BUILDING_TEMPLE_OF_KILMORPH</PrereqBuilding>
			<PrereqTech>TECH_FANATICISM</PrereqTech>
			<PrereqBonuses>
					<BonusType>BONUS_COPPER</BonusType>
					<BonusType>BONUS_IRON</BonusType>
					<BonusType>BONUS_MITHRIL</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iCombat>7</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>10</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PARAMANDER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON_SLAYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>7</iCombatDefense>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PHALANX</Class>
			<Type>UNIT_NULLSTONE_GOLEM</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_NULLSTONE_GOLEM</Description>
			<Civilopedia>TXT_KEY_UNIT_NULLSTONE_GOLEM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_NULLSTONE_GOLEM_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_MITHRIL_WEAPONS</PrereqTech>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>13</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<BonusProductionModifiers>
				<BonusProductionModifier>
					<BonusType>BONUS_MARBLE</BonusType>
					<iProductonModifier>25</iProductonModifier>
				</BonusProductionModifier>
			</BonusProductionModifiers>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>26</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_NULLSTONE_GOLEM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MAGIC_IMMUNE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_GOLEM</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bDisableUpgradeTo>1</bDisableUpgradeTo>
			<iCombatDefense>13</iCombatDefense>
			<iTier>4</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PHALANX</Class>
			<Type>UNIT_PHALANX</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PHALANX</Description>
			<Civilopedia>TXT_KEY_UNIT_PHALANX_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PHALANX_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_MITHRIL_WEAPONS</PrereqTech>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>12</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>25</iCityAttack>
			<iConscription>4</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>24</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>5</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>5</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>5</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PHALANX</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>12</iCombatDefense>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PHALANX</Class>
			<Type>UNIT_STONESKIN_OGRE</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_STONESKIN_OGRE</Description>
			<Civilopedia>TXT_KEY_UNIT_OGRE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_STONESKIN_OGRE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_MITHRIL_WEAPONS</PrereqTech>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>14</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>25</iCityAttack>
			<iConscription>4</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>26</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_STONESKIN_OGRE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_STONESKIN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ORC</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>14</iCombatDefense>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqBuildingClass>BUILDINGCLASS_TRAINING_YARD</PrereqBuildingClass>
			<UpgradeCiv>CIVILIZATION_CLAN_OF_EMBERS</UpgradeCiv>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PHALANX</Class>
			<Type>UNIT_VERDANDI</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_VERDANDI</Description>
			<Civilopedia>TXT_KEY_UNIT_VERDANDI_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PHALANX_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_MITHRIL_WEAPONS</PrereqTech>
			<iCost>240</iCost>
			<iMoves>1</iMoves>
			<iCombat>12</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>25</iCityAttack>
			<iConscription>4</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>24</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>5</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>5</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>5</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PHALANX_DOVIELLO</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>12</iCombatDefense>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PIT_BEAST</Class>
			<Type>UNIT_PIT_BEAST</Type>
			<Combat>UNITCOMBAT_BEAST</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PIT_BEAST</Description>
			<Civilopedia>TXT_KEY_UNIT_PIT_BEAST_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PIT_BEAST_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>6</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PIT_BEAST</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>4</iCombatDefense>
			<iDurationFromCombat>1</iDurationFromCombat>
			<iTier>3</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PRIEST_OF_KILMORPH</Class>
			<Type>UNIT_PRIEST_OF_KILMORPH</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MEDIC</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PRIEST_OF_KILMORPH</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PRIEST_OF_KILMORPH_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HIGH_PRIEST_OF_KILMORPH</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PALADIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DRUID</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EIDOLON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MEDIC</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_INQUISITOR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_RUNES_OF_KILMORPH</ReligionType>
			<StateReligion>RELIGION_RUNES_OF_KILMORPH</StateReligion>
			<PrereqReligion>RELIGION_RUNES_OF_KILMORPH</PrereqReligion>
			<PrereqBuilding>BUILDING_TEMPLE_OF_KILMORPH</PrereqBuilding>
			<PrereqTech>TECH_PRIESTHOOD</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>8</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>25</iAIWeight>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iAsset>7</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PRIEST_KILMORPH</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DIVINE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>5</iCombatDefense>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PRIEST_OF_LEAVES</Class>
			<Type>UNIT_PRIEST_OF_LEAVES</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MEDIC</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PRIEST_OF_LEAVES</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PRIEST_OF_LEAVES_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HIGH_PRIEST_OF_LEAVES</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PALADIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DRUID</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EIDOLON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MEDIC</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
		<UnitAI>
					<UnitAIType>UNITAI_INQUISITOR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_FELLOWSHIP_OF_LEAVES</ReligionType>
			<StateReligion>RELIGION_FELLOWSHIP_OF_LEAVES</StateReligion>
			<PrereqReligion>RELIGION_FELLOWSHIP_OF_LEAVES</PrereqReligion>
			<PrereqBuilding>BUILDING_TEMPLE_OF_LEAVES</PrereqBuilding>
			<PrereqTech>TECH_PRIESTHOOD</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>8</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>25</iAIWeight>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iAsset>7</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PRIEST_LEAVES</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DIVINE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>5</iCombatDefense>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PRIEST_OF_THE_EMPYREAN</Class>
			<Type>UNIT_PRIEST_OF_THE_EMPYREAN</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MEDIC</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PRIEST_OF_THE_EMPYREAN</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PRIEST_OF_THE_EMPYREAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HIGH_PRIEST_OF_THE_EMPYREAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PALADIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DRUID</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EIDOLON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MEDIC</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
		<UnitAI>
					<UnitAIType>UNITAI_INQUISITOR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_THE_EMPYREAN</ReligionType>
			<StateReligion>RELIGION_THE_EMPYREAN</StateReligion>
			<PrereqReligion>RELIGION_THE_EMPYREAN</PrereqReligion>
			<PrereqBuilding>BUILDING_TEMPLE_OF_THE_EMPYREAN</PrereqBuilding>
			<PrereqTech>TECH_PRIESTHOOD</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>8</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>25</iAIWeight>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iAsset>6</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PRIEST_EMPYREAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DIVINE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>4</iCombatDefense>
			<iTier>3</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_HOLY</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PRIEST_OF_THE_ORDER</Class>
			<Type>UNIT_PRIEST_OF_THE_ORDER</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MEDIC</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PRIEST_OF_THE_ORDER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PRIEST_OF_THE_ORDER_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HIGH_PRIEST_OF_THE_ORDER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PALADIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DRUID</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EIDOLON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MEDIC</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
		<UnitAI>
					<UnitAIType>UNITAI_INQUISITOR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_THE_ORDER</ReligionType>
			<StateReligion>RELIGION_THE_ORDER</StateReligion>
			<PrereqReligion>RELIGION_THE_ORDER</PrereqReligion>
			<PrereqBuilding>BUILDING_TEMPLE_OF_THE_ORDER</PrereqBuilding>
			<PrereqTech>TECH_PRIESTHOOD</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>8</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>25</iAIWeight>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iAsset>6</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PRIEST_ORDER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DIVINE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SPIRIT_GUIDE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>4</iCombatDefense>
			<iTier>3</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_HOLY</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PRIEST_OF_THE_OVERLORDS</Class>
			<Type>UNIT_PRIEST_OF_THE_OVERLORDS</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MEDIC</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PRIEST_OF_THE_OVERLORDS</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PRIEST_OF_THE_OVERLORDS_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HIGH_PRIEST_OF_THE_OVERLORDS</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PALADIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DRUID</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EIDOLON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MEDIC</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			<UnitAI>
					<UnitAIType>UNITAI_INQUISITOR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_OCTOPUS_OVERLORDS</ReligionType>
			<StateReligion>RELIGION_OCTOPUS_OVERLORDS</StateReligion>
			<PrereqReligion>RELIGION_OCTOPUS_OVERLORDS</PrereqReligion>
			<PrereqBuilding>BUILDING_TEMPLE_OF_THE_OVERLORDS</PrereqBuilding>
			<PrereqTech>TECH_PRIESTHOOD</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>8</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>25</iAIWeight>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iAsset>7</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PRIEST_OVERLORDS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DIVINE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_WATER_WALKING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>5</iCombatDefense>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PRIEST_OF_THE_VEIL</Class>
			<Type>UNIT_PRIEST_OF_THE_VEIL</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MEDIC</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PRIEST_OF_THE_VEIL</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PRIEST_OF_THE_VEIL_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HIGH_PRIEST_OF_THE_VEIL</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PALADIN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DRUID</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EIDOLON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_MEDIC</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
		<UnitAI>
					<UnitAIType>UNITAI_INQUISITOR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_THE_ASHEN_VEIL</ReligionType>
			<StateReligion>RELIGION_THE_ASHEN_VEIL</StateReligion>
			<PrereqReligion>RELIGION_THE_ASHEN_VEIL</PrereqReligion>
			<PrereqBuilding>BUILDING_TEMPLE_OF_THE_VEIL</PrereqBuilding>
			<PrereqTech>TECH_PRIESTHOOD</PrereqTech>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>8</iFlavor>
				</Flavor>
			</Flavors>
			<iAIWeight>25</iAIWeight>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iAsset>6</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PRIEST_ASHEN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DIVINE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_UNHOLY_TAINT</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>4</iCombatDefense>
			<iTier>3</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PRIEST_OF_WINTER</Class>
			<Type>UNIT_PRIEST_OF_WINTER</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PRIEST_OF_WINTER</Description>
			<Civilopedia>TXT_KEY_UNIT_PRIEST_OF_WINTER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HIGH_PRIEST_OF_WINTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<iCost>-1</iCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>6</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PRIEST_OF_WINTER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_WINTERBORN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_COLD</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ICE1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DIVINE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>5</iCombatDefense>
			<iTier>3</iTier>
			<PrereqCiv>CIVILIZATION_ILLIANS</PrereqCiv>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_COLD</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PRIVATEER</Class>
			<Type>UNIT_PIRATE</Type>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_PIRATE_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PIRATE</Description>
			<Civilopedia>TXT_KEY_UNIT_PIRATE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PIRATE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_PIRATE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_OPTICS</PrereqTech>
			<PrereqBonuses>
					<BonusType>BONUS_IRON</BonusType>
					<BonusType>BONUS_MITHRIL</BonusType>
					<BonusType>BONUS_COPPER</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>100</iCost>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>4</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>20</iWithdrawalProb>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>1</iCargo>
			<iAsset>7</iAsset>
			<iPower>13</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>2.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PRIVATEER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HIDDEN_NATIONALITY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>8</iCombatDefense>
			<iGoldFromCombat>3</iGoldFromCombat>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PRIVATEER</Class>
			<Type>UNIT_PRIVATEER</Type>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_PIRATE_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PRIVATEER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PIRATE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_PIRATE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_OPTICS</PrereqTech>
			<PrereqBonuses>
					<BonusType>BONUS_IRON</BonusType>
					<BonusType>BONUS_MITHRIL</BonusType>
					<BonusType>BONUS_COPPER</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>100</iCost>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>4</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>20</iWithdrawalProb>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>1</iCargo>
			<iAsset>7</iAsset>
			<iPower>13</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>2.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PRIVATEER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HIDDEN_NATIONALITY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>8</iCombatDefense>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PROPHET</Class>
			<Type>UNIT_PROPHET</Type>
			<UniqueNames>
				<UniqueName>TXT_KEY_UNIT_PROPHET_1</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_2</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_3</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_4</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_5</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_6</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_7</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_8</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_9</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_10</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_11</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_12</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_13</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_14</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_15</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_16</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_17</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_18</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_19</UniqueName>
				<UniqueName>TXT_KEY_UNIT_PROPHET_20</UniqueName>
			</UniqueNames>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_PROPHET</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GREAT_PROPHET</Description>
			<Civilopedia>TXT_KEY_UNIT_PROPHET_PEDIA</Civilopedia>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<bOnlyDefensive>1</bOnlyDefensive>
			<bGoldenAge>1</bGoldenAge>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_PROPHET</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<GreatPeoples>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GREAT_PRIEST</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
			</GreatPeoples>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_CODE_OF_JUNIL</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_TABLETS_OF_BAMBUR</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_THE_NECRONOMICON</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_NOX_NOCTIS</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_SONG_OF_AUTUMN</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_STIGMATA_ON_THE_UNBORN</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_DIES_DIEI</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_ALTAR_OF_THE_LUONNOTAR</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_ALTAR_OF_THE_LUONNOTAR_ANOINTED</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_ALTAR_OF_THE_LUONNOTAR_BLESSED</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_ALTAR_OF_THE_LUONNOTAR_CONSECRATED</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_ALTAR_OF_THE_LUONNOTAR_DIVINE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_ALTAR_OF_THE_LUONNOTAR_EXALTED</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_CULTURE</FlavorType>
					<iFlavor>2</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>3</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iBaseDiscover>1000</iBaseDiscover>
			<iDiscoverMultiplier>2</iDiscoverMultiplier>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PROPHET</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bCanMoveLimitedBorders>1</bCanMoveLimitedBorders>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PUPPET</Class>
			<Type>UNIT_PUPPET</Type>
			<Special>SPECIALUNIT_SPELL</Special>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MAGE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PUPPET</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PUPPET_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_MAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_WARWIZARD</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>2</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>2</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PUPPET</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_PUPPET</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>2</iCombatDefense>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_PUPPET_LOKI</Class>
			<Type>UNIT_PUPPET_LOKI</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_EXPLORE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_PUPPET</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_PUPPET_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bRivalTerritory>1</bRivalTerritory>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>2</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>2</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PUPPET_LOKI</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bGraphicalOnly>1</bGraphicalOnly>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_PUPPET</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>2</iCombatDefense>
			<iTier>2</iTier>
			<iWithdrawlProbDefensive>10</iWithdrawlProbDefensive>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_QUEEN_OF_THE_LINE</Class>
			<Type>UNIT_AIRSHIP</Type>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_SETTLER_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AIRSHIP</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AIRSHIP_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_ASTRONOMY</PrereqTech>
			<TechTypes>
					<PrereqTech>TECH_ENGINEERING</PrereqTech>
			</TechTypes>
			<PrereqBonuses>
					<BonusType>BONUS_IRON</BonusType>
					<BonusType>BONUS_MITHRIL</BonusType>
					<BonusType>NONE</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>300</iCost>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>3</iMoves>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>10</iCargo>
			<iAsset>10</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>2.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AIRSHIP</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FLYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>9</iCombatDefense>
			<iTier>4</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_QUEEN_OF_THE_LINE</Class>
			<Type>UNIT_QUEEN_OF_THE_LINE</Type>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_SETTLER_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_QUEEN_OF_THE_LINE</Description>
			<Civilopedia>TXT_KEY_UNIT_QUEEN_OF_THE_LINE_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_SHIPYARD</PrereqBuilding>
			<PrereqTech>TECH_ASTRONOMY</PrereqTech>
			<TechTypes>
					<PrereqTech>TECH_ENGINEERING</PrereqTech>
			</TechTypes>
			<PrereqBonuses>
					<BonusType>BONUS_IRON</BonusType>
					<BonusType>BONUS_MITHRIL</BonusType>
					<BonusType>NONE</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>225</iCost>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>3</iMoves>
			<iCombat>9</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>10</iCargo>
			<iAsset>10</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>2.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_QUEEN_OF_THE_LINE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>9</iCombatDefense>
			<iTier>4</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RADIANT_GUARD</Class>
			<Type>UNIT_RADIANT_GUARD</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_LAND</SeeInvisible>
			<Description>TXT_KEY_UNIT_RADIANT_GUARD</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_RADIANT_GUARD_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CHAMPION</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RATHA</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_THE_EMPYREAN</ReligionType>
			<StateReligion>RELIGION_THE_EMPYREAN</StateReligion>
			<PrereqReligion>RELIGION_THE_EMPYREAN</PrereqReligion>
			<PrereqTech>TECH_HONOR</PrereqTech>
			<iCost>90</iCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>10</iCityAttack>
			<iConscription>2</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_RADIANT_GUARD</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SUN2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RANGER</Class>
			<Type>UNIT_HARLEQUIN</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_HARLEQUIN</Description>
			<Civilopedia>TXT_KEY_UNIT_HARLEQUIN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_HARLEQUIN_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BEASTMASTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DRUID</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqBuilding>BUILDING_CARNIVAL</PrereqBuilding>
			<PrereqTech>TECH_ANIMAL_HANDLING</PrereqTech>
			<iCost>150</iCost>
			<iMoves>2</iMoves>
			<iWorkRate>200</iWorkRate>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>25</iWithdrawalProb>
			<iCityAttack>-20</iCityAttack>
			<iAnimalCombat>50</iAnimalCombat>
			<iAsset>9</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_HARLEQUIN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>6</iCombatDefense>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RANGER</Class>
			<Type>UNIT_LIZARDMAN_RANGER</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_RANGER</Description>
			<Civilopedia>TXT_KEY_UNIT_RANGER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_RANGER_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BEASTMASTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DRUID</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_ANIMAL_HANDLING</PrereqTech>
			<iCost>150</iCost>
			<iMoves>2</iMoves>
			<iWorkRate>200</iWorkRate>
			<iCombat>7</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-20</iCityAttack>
			<iAnimalCombat>50</iAnimalCombat>
			<SpecialCargo>SPECIALUNIT_BIRD</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>1</iCargo>
			<iAsset>10</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_RANGER_CLAN_OF_EMBERS</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PANTHER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_LIZARDMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>7</iCombatDefense>
			<iTier>3</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_HUNTING_LODGE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RANGER</Class>
			<Type>UNIT_RANGER</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_RANGER</Description>
			<Civilopedia>TXT_KEY_UNIT_RANGER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_RANGER_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_BEASTMASTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_DRUID</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_ANIMAL_HANDLING</PrereqTech>
			<iCost>150</iCost>
			<iMoves>2</iMoves>
			<iWorkRate>200</iWorkRate>
			<iCombat>7</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-20</iCityAttack>
			<iAnimalCombat>50</iAnimalCombat>
			<SpecialCargo>SPECIALUNIT_BIRD</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>1</iCargo>
			<iAsset>10</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_RANGER</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_PANTHER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>7</iCombatDefense>
			<iTier>3</iTier>
			<PrereqBuildingClass>BUILDINGCLASS_HUNTING_LODGE</PrereqBuildingClass>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RANTINE</Class>
			<Type>UNIT_RANTINE</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_RANTINE</Description>
			<Civilopedia>TXT_KEY_UNIT_RANTINE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_RANTINE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<iAIWeight>200</iAIWeight>
			<iCost>180</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_RANTINE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ORC</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
		<PrereqCiv>CIVILIZATION_CLAN_OF_EMBERS</PrereqCiv>
			<Image>Art/Interface/Popups/Rantine.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RATHA</Class>
			<Type>UNIT_RATHA</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_LAND</SeeInvisible>
			<Description>TXT_KEY_UNIT_RATHA</Description>
			<Civilopedia>TXT_KEY_UNIT_RATHA_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_RATHA_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
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			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
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				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_THE_EMPYREAN</ReligionType>
			<StateReligion>RELIGION_THE_EMPYREAN</StateReligion>
			<PrereqReligion>RELIGION_THE_EMPYREAN</PrereqReligion>
			<PrereqTech>TECH_TRADE</PrereqTech>
			<TechTypes>
					<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
			</TechTypes>
			<PrereqBonuses>
					<BonusType>BONUS_HORSE</BonusType>
					<BonusType>BONUS_NIGHTMARE</BonusType>
					<BonusType>NONE</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>180</iCost>
			<iMoves>3</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>25</iWithdrawalProb>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>5</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_RATHA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SUN2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>3</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RATHUS</Class>
			<Type>UNIT_RATHUS</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_RATHUS</Description>
			<Civilopedia>TXT_KEY_UNIT_RATHUS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_RATHUS_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<PrereqTech>TECH_POISONS</PrereqTech>
			<iAIWeight>200</iAIWeight>
			<iCost>180</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>7</iAsset>
			<iPower>18</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_RATHUS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_NETHER_BLADE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MARKSMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HIDDEN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_STEALTH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bImmuneToDefensiveStrike>1</bImmuneToDefensiveStrike>
			<iCombatDefense>5</iCombatDefense>
			<iTier>3</iTier>
		<PrereqCiv>CIVILIZATION_SIDAR</PrereqCiv>
			<Image>Art/Interface/Popups/Rathus Denmora.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_RAVENOUS_WEREWOLF</Class>
			<Type>UNIT_RAVENOUS_WEREWOLF</Type>
			<Combat>UNITCOMBAT_BEAST</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_RAVENOUS_WEREWOLF</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WEREWOLF_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
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				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-25</iCityAttack>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>5</iAsset>
			<iPower>5</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_RAVENOUS_WEREWOLF</EarlyArtDefineTag>
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			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_WEREWOLF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ENRAGED</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>5</iCombatDefense>
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			<UnitConvertFromCombat>UNIT_WEREWOLF</UnitConvertFromCombat>
			<iUnitConvertFromCombatChance>100</iUnitConvertFromCombatChance>
			<UnitCreateFromCombat>UNIT_RAVENOUS_WEREWOLF</UnitCreateFromCombat>
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		<UnitInfo>
			<Class>UNITCLASS_REPENTANT_ANGEL</Class>
			<Type>UNIT_REPENTANT_ANGEL</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_REPENTANT_ANGEL</Description>
			<Civilopedia>TXT_KEY_UNIT_REPENTANT_ANGEL_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
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			<bMilitaryProduction>1</bMilitaryProduction>
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				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
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				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_WARHORSES</PrereqTech>
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			<iCombat>12</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
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			<iAsset>24</iAsset>
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			<UnitMeshGroups>
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			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_REPENTANT_ANGEL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ANGEL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
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			<iWeaponTier>3</iWeaponTier>
			<PrereqCiv>CIVILIZATION_MERCURIANS</PrereqCiv>
			<PythonPostCombatWon>postCombatReduceCombat1(pCaster,pOpponent)</PythonPostCombatWon>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_HOLY</DamageType>
					<iCombat>4</iCombat>
				</DamageTypeCombat>
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		<UnitInfo>
			<Class>UNITCLASS_REVELERS</Class>
			<Type>UNIT_REVELERS</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_LAND</SeeInvisible>
			<Description>TXT_KEY_UNIT_REVELERS</Description>
			<Civilopedia>TXT_KEY_UNIT_REVELERS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_REVELERS_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
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				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
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				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
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				</UnitAI>
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				<UnitMeshGroup>
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					<EarlyArtDefineTag>ART_DEF_UNIT_REVELERS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
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			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
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		<UnitInfo>
			<Class>UNITCLASS_ROSIER</Class>
			<Type>UNIT_ROSIER</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ROSIER</Description>
			<Civilopedia>TXT_KEY_UNIT_ROSIER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ROSIER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
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			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<ReligionType>RELIGION_THE_ASHEN_VEIL</ReligionType>
			<StateReligion>RELIGION_THE_ASHEN_VEIL</StateReligion>
			<PrereqReligion>RELIGION_THE_ASHEN_VEIL</PrereqReligion>
			<PrereqTech>TECH_CORRUPTION_OF_SPIRIT</PrereqTech>
			<iAIWeight>200</iAIWeight>
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				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_DISCIPLE</UnitCombatType>
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				</UnitCombatMod>
			</UnitCombatMods>
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				<UnitMeshGroup>
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				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
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				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_DISEASE</PromotionType>
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				</FreePromotion>
			</FreePromotions>
			<bAbandon>1</bAbandon>
			<iCombatDefense>7</iCombatDefense>
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			<Image>Art/Interface/Popups/Rosier the Fallen.dds</Image>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>1</iCombat>
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		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_ROSIER_OATHTAKER</Class>
			<Type>UNIT_ROSIER_OATHTAKER</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ROSIER_OATHTAKER</Description>
			<Civilopedia>TXT_KEY_UNIT_ROSIER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>3</iMoves>
			<iCombat>7</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
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			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_DISCIPLE</UnitCombatType>
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				</UnitCombatMod>
			</UnitCombatMods>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>14</iAsset>
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			<UnitMeshGroups>
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			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
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				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ROSIER_OATHTAKER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_DISEASE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>7</iCombatDefense>
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			<Image>Art/Interface/Popups/Rosier the Fallen.dds</Image>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_HOLY</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
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		<UnitInfo>
			<Class>UNITCLASS_ROYAL_GUARD</Class>
			<Type>UNIT_ROYAL_GUARD</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ROYAL_GUARD</Description>
			<Civilopedia>TXT_KEY_UNIT_ROYAL_GUARD_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ROYAL_GUARD_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_FEUDALISM</PrereqTech>
			<PrereqBonuses>
					<BonusType>BONUS_HORSE</BonusType>
					<BonusType>BONUS_NIGHTMARE</BonusType>
					<BonusType>NONE</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>180</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>3</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>6</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ROYAL_GUARD</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_GUARDSMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SPIRIT2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAbandon>1</bAbandon>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>8</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqCivic>CIVIC_ARISTOCRACY</PrereqCivic>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SAILORS_DIRGE</Class>
			<Type>UNIT_SAILORS_DIRGE</Type>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ASSAULT_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SAILORS_DIRGE</Description>
			<Civilopedia>TXT_KEY_UNIT_SAILORS_DIRGE_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>3</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iWithdrawalProb>20</iWithdrawalProb>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>3</iCargo>
			<iAsset>7</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>2.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SAILORS_DIRGE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_UNDEAD</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>8</iCombatDefense>
			<iTier>3</iTier>
			<Image>Art/Interface/Popups/Sailor's Dirge.dds</Image>
			<PythonPostCombatLost>postCombatLostSailorsDirge(pCaster,pOpponent)</PythonPostCombatLost>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_DEATH</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SAND_LION</Class>
			<Type>UNIT_SAND_LION</Type>
			<Combat>UNITCOMBAT_BEAST</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_LAND</SeeInvisible>
			<Description>TXT_KEY_UNIT_SAND_LION</Description>
			<Civilopedia>TXT_KEY_UNIT_SAND_LION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SAND_LION_STRATEGY</Strategy>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>3</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainAttack>40</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses>
				<TerrainDefense>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainDefense>40</iTerrainDefense>
				</TerrainDefense>
			</TerrainDefenses>
			<iAsset>7</iAsset>
			<iPower>7</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SAND_LION</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_NOMAD</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ELEMENTAL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FIRE_RESISTANCE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>5</iCombatDefense>
			<iTier>3</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_FIRE</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SATYR</Class>
			<Type>UNIT_SATYR</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_SATYR</Description>
			<Civilopedia>TXT_KEY_UNIT_SATYR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SATYR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_FELLOWSHIP_OF_LEAVES</ReligionType>
			<StateReligion>RELIGION_FELLOWSHIP_OF_LEAVES</StateReligion>
			<PrereqReligion>RELIGION_FELLOWSHIP_OF_LEAVES</PrereqReligion>
			<PrereqTech>TECH_ANIMAL_HANDLING</PrereqTech>
			<iCost>150</iCost>
			<iMoves>2</iMoves>
			<iCombat>9</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>13</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SATYR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_WOODSMAN1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>4</iCombatDefense>
			<iMinLevel>4</iMinLevel>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SAVEROUS</Class>
			<Type>UNIT_SAVEROUS</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SAVEROUS</Description>
			<Civilopedia>TXT_KEY_UNIT_SAVEROUS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SAVEROUS_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<ReligionType>RELIGION_OCTOPUS_OVERLORDS</ReligionType>
			<StateReligion>RELIGION_OCTOPUS_OVERLORDS</StateReligion>
			<PrereqReligion>RELIGION_OCTOPUS_OVERLORDS</PrereqReligion>
			<PrereqTech>TECH_MIND_STAPLING</PrereqTech>
			<iAIWeight>200</iAIWeight>
			<iCost>180</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>5</iAsset>
			<iPower>14</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SAVEROUS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAbandon>1</bAbandon>
			<iCombatDefense>5</iCombatDefense>
			<iTier>2</iTier>
			<iWeaponTier>3</iWeaponTier>
			<Image>Art/Interface/Popups/Saverous.dds</Image>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SCIENTIST</Class>
			<Type>UNIT_SCIENTIST</Type>
			<UniqueNames>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_1</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_2</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_3</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_4</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_5</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_6</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_7</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_8</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_9</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_10</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_11</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_12</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_13</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_14</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_15</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_16</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_17</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_18</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_19</UniqueName>
				<UniqueName>TXT_KEY_UNIT_SCIENTIST_20</UniqueName>
			</UniqueNames>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_SCIENTIST</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GREAT_SCIENTIST</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_PEOPLE_PEDIA</Civilopedia>
			<Advisor>ADVISOR_SCIENCE</Advisor>
			<bOnlyDefensive>1</bOnlyDefensive>
			<bGoldenAge>1</bGoldenAge>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_SCIENTIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PROPHET</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<GreatPeoples>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GREAT_SCIENTIST</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
			</GreatPeoples>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_STIGMATA_ON_THE_UNBORN</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<ForceBuildings>
				<ForceBuilding>
					<BuildingType>BUILDING_ACADEMY</BuildingType>
					<bForceBuilding>1</bForceBuilding>
				</ForceBuilding>
			</ForceBuildings>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_GOLD</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>2</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>3</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iBaseDiscover>1500</iBaseDiscover>
			<iDiscoverMultiplier>3</iDiscoverMultiplier>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SCIENTIST</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bCanMoveLimitedBorders>1</bCanMoveLimitedBorders>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SCORPION</Class>
			<Type>UNIT_SCORPION</Type>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SCORPION</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<bAnimal>1</bAnimal>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityAttack>-25</iCityAttack>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<iPower>5</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SCORPION</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>4</iCombatDefense>
			<iTier>2</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SCOUT</Class>
			<Type>UNIT_GOBLIN</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_EXPLORE</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_GOBLIN</Description>
			<Civilopedia>TXT_KEY_UNIT_GOBLIN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GOBLIN_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HORSEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<iCost>15</iCost>
			<iMoves>1</iMoves>
			<iCombat>2</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iAnimalCombat>50</iAnimalCombat>
			<iAsset>1</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
			<iGroupSize>5</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>5</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>5</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GOBLIN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ORC</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>2</iCombatDefense>
			<iTier>1</iTier>
			<UpgradeCiv>CIVILIZATION_CLAN_OF_EMBERS</UpgradeCiv>
			<bCanMoveLimitedBorders>1</bCanMoveLimitedBorders>
			<PythonPostCombatWon>postCombatWolfRider(pCaster,pOpponent)</PythonPostCombatWon>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SCOUT</Class>
			<Type>UNIT_GOBLIN_SCORPION_CLAN</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_GOBLIN_SCORPION_CLAN</Description>
			<Civilopedia>TXT_KEY_UNIT_GOBLIN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GOBLIN_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<iCost>-1</iCost>
			<iMoves>1</iMoves>
			<iCombat>2</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iAnimalCombat>50</iAnimalCombat>
			<iAsset>1</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
			<iGroupSize>5</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>5</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>5</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GOBLIN_SCORPION_CLAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ORC</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>2</iCombatDefense>
			<iTier>1</iTier>
			<UpgradeCiv>CIVILIZATION_CLAN_OF_EMBERS</UpgradeCiv>
			<bCanMoveLimitedBorders>1</bCanMoveLimitedBorders>
			<PythonPostCombatWon>postCombatScorpionClan(pCaster,pOpponent)</PythonPostCombatWon>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SCOUT</Class>
			<Type>UNIT_SCOUT</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_EXPLORE</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_SCOUT</Description>
			<Civilopedia>TXT_KEY_UNIT_SCOUT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SCOUT_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HUNTER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HORSEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</NotUnitAIs>
			<iCost>25</iCost>
			<iMoves>2</iMoves>
			<iCombat>2</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iAnimalCombat>50</iAnimalCombat>
			<iAsset>1</iAsset>
			<iPower>2</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SCOUT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>2</iCombatDefense>
			<iTier>1</iTier>
			<bCanMoveLimitedBorders>1</bCanMoveLimitedBorders>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SEA_SERPENT</Class>
			<Type>UNIT_SEA_SERPENT</Type>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SEA_SERPENT</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>1</bAnimal>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SEA_SERPENT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>8</iCombatDefense>
			<iTier>3</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SERAPH</Class>
			<Type>UNIT_SERAPH</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SERAPH</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SERAPH_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_RAGE</PrereqTech>
			<iCost>0</iCost>
			<iMoves>1</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCollateralDamage>40</iCollateralDamage>
			<iCollateralDamageLimit>20</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>4</iCollateralDamageMaxUnits>
			<iConscription>4</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>16</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SERAPH</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ANGEL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FIRE1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DIVINE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>2</iCombatDefense>
			<iMinLevel>4</iMinLevel>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
			<PrereqCiv>CIVILIZATION_MERCURIANS</PrereqCiv>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_HOLY</DamageType>
					<iCombat>3</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SETTLER</Class>
			<Type>UNIT_SETTLER</Type>
			<Capture>UNITCLASS_WORKER</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_SETTLE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SETTLER</Description>
			<Civilopedia>TXT_KEY_UNIT_SETTLER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SETTLER_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bFood>1</bFood>
			<bOnlyDefensive>1</bOnlyDefensive>
			<bFound>1</bFound>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_EXPANSIVE</ProductionTraitType>
					<iProductionTrait>100</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<iCost>120</iCost>
			<iAdvancedStartCostIncrease>50</iAdvancedStartCostIncrease>
			<iMoves>2</iMoves>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitMeshGroups>
			<iGroupSize>4</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>4</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_MALE</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iTier>1</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SEVERED_SOUL</Class>
			<Type>UNIT_SEVERED_SOUL</Type>
			<Special>SPECIALUNIT_SPELL</Special>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Invisible>INVISIBLE_ALL</Invisible>
			<Description>TXT_KEY_UNIT_SEVERED_SOUL</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SEVERED_SOUL_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bOnlyDefensive>1</bOnlyDefensive>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iAsset>2</iAsset>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SEVERED_SOUL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ELEMENTAL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FLYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SHADE</Class>
			<Type>UNIT_SHADE</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_SHADE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SHADE</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SHADE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<GreatPeoples>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GREAT_ARTIST</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GREAT_ENGINEER</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GREAT_MERCHANT</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GREAT_SCIENTIST</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
			</GreatPeoples>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>2</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iAsset>4</iAsset>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SHADE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>2</iCombatDefense>
			<iTier>4</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SHADOW</Class>
			<Type>UNIT_COURTESAN</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_COURTESAN</Description>
			<Civilopedia>TXT_KEY_UNIT_COURTESAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_COURTESAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bRivalTerritory>1</bRivalTerritory>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bInvestigate>1</bInvestigate>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_COUNCIL_OF_ESUS</ReligionType>
			<PrereqReligion>RELIGION_COUNCIL_OF_ESUS</PrereqReligion>
			<PrereqTech>TECH_GUILDS</PrereqTech>
			<iCost>240</iCost>
			<iMoves>2</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityAttack>-25</iCityAttack>
			<iCityDefense>-25</iCityDefense>
			<iAsset>16</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_COURTESAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARKSMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_INVISIBLE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bImmuneToDefensiveStrike>1</bImmuneToDefensiveStrike>
			<iCombatDefense>7</iCombatDefense>
			<iEnslavementChance>25</iEnslavementChance>
			<iTier>4</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SHADOW</Class>
			<Type>UNIT_DWARVEN_SHADOW</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_DWARVEN_SHADOW</Description>
			<Civilopedia>TXT_KEY_UNIT_SHADOW_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SHADOW_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bRivalTerritory>1</bRivalTerritory>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bInvestigate>1</bInvestigate>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_COUNCIL_OF_ESUS</ReligionType>
			<PrereqReligion>RELIGION_COUNCIL_OF_ESUS</PrereqReligion>
			<PrereqTech>TECH_GUILDS</PrereqTech>
			<iCost>240</iCost>
			<iMoves>2</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCollateralDamage>40</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>2</iCollateralDamageMaxUnits>
			<iCityAttack>-25</iCityAttack>
			<iCityDefense>-25</iCityDefense>
			<iAsset>16</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SHADOW_KHAZAD</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARKSMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DWARF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_INVISIBLE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bImmuneToDefensiveStrike>1</bImmuneToDefensiveStrike>
			<iCombatDefense>7</iCombatDefense>
			<iTier>4</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SHADOW</Class>
			<Type>UNIT_SHADOW</Type>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_ANIMAL</SeeInvisible>
			<Description>TXT_KEY_UNIT_SHADOW</Description>
			<Civilopedia>TXT_KEY_UNIT_SHADOW_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SHADOW_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bRivalTerritory>1</bRivalTerritory>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bInvestigate>1</bInvestigate>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_COUNCIL_OF_ESUS</ReligionType>
			<PrereqReligion>RELIGION_COUNCIL_OF_ESUS</PrereqReligion>
			<PrereqTech>TECH_GUILDS</PrereqTech>
			<iCost>240</iCost>
			<iMoves>2</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityAttack>-25</iCityAttack>
			<iCityDefense>-25</iCityDefense>
			<iAsset>16</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SHADOW</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARKSMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_INVISIBLE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bImmuneToDefensiveStrike>1</bImmuneToDefensiveStrike>
			<iCombatDefense>7</iCombatDefense>
			<iTier>4</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SHADOWRIDER</Class>
			<Type>UNIT_SHADOWRIDER</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SHADOWRIDER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SHADOWRIDER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_COUNCIL_OF_ESUS</ReligionType>
			<StateReligion>RELIGION_COUNCIL_OF_ESUS</StateReligion>
			<PrereqReligion>RELIGION_COUNCIL_OF_ESUS</PrereqReligion>
			<PrereqTech>TECH_WARHORSES</PrereqTech>
			<PrereqBonuses>
					<BonusType>BONUS_HORSE</BonusType>
					<BonusType>BONUS_NIGHTMARE</BonusType>
					<BonusType>NONE</BonusType>
					<BonusType>NONE</BonusType>
			</PrereqBonuses>
			<iCost>240</iCost>
			<iMoves>3</iMoves>
			<iCombat>9</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iWithdrawalProb>35</iWithdrawalProb>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>18</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SHADOWRIDER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HIDDEN_NATIONALITY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAbandon>1</bAbandon>
			<bImmuneToDefensiveStrike>1</bImmuneToDefensiveStrike>
			<iCombatDefense>9</iCombatDefense>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_SHADOW</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SKELETON</Class>
			<Type>UNIT_SKELETON</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SKELETON</Description>
			<Civilopedia>TXT_KEY_UNIT_SKELETON_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SKELETON_STRATEGY</Strategy>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>2</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iAsset>1</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SKELETON</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_UNDEAD</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>2</iCombatDefense>
			<iTier>1</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_DEATH</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SLAVE</Class>
			<Type>UNIT_SLAVE</Type>
			<Capture>UNITCLASS_SLAVE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_WORKER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SLAVE</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SLAVE_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bFood>1</bFood>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_LUNATIC</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WORKSHOP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LUMBERMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WINDMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_PLANTATION</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_QUARRY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_PASTURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_CAMP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WINERY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_COTTAGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FORT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqTech>TECH_NEVER</PrereqTech>
			<iCost>60</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iWorkRate>50</iWorkRate>
			<iBaseHurry>10</iBaseHurry>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SLAVE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iTier>1</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SON_OF_THE_INFERNO</Class>
			<Type>UNIT_SON_OF_THE_INFERNO</Type>
			<Combat>UNITCOMBAT_ADEPT</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_MAGE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SON_OF_THE_INFERNO</Description>
			<Civilopedia>TXT_KEY_UNIT_DISCIPLE_OF_ACHERON_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>30</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SON_OF_THE_INFERNO</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FIRE1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FIRE2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FIRE3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_LOYALTY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>5</iCombatDefense>
			<iMinLevel>7</iMinLevel>
			<iTier>4</iTier>
			<PrereqCiv>CIVILIZATION_BARBARIAN</PrereqCiv>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_FIRE</DamageType>
					<iCombat>3</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SPECTRE</Class>
			<Type>UNIT_SPECTRE</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SPECTRE</Description>
			<Civilopedia>TXT_KEY_UNIT_SPECTRE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SPECTRE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>6</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SPECTRE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_FEAR</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_UNDEAD</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>3</iCombatDefense>
			<iTier>4</iTier>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_DEATH</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SPHENER</Class>
			<Type>UNIT_SPHENER</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SPHENER</Description>
			<Civilopedia>TXT_KEY_UNIT_SPHENER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SPHENER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<ReligionType>RELIGION_THE_ORDER</ReligionType>
			<StateReligion>RELIGION_THE_ORDER</StateReligion>
			<PrereqReligion>RELIGION_THE_ORDER</PrereqReligion>
			<PrereqTech>TECH_RIGHTEOUSNESS</PrereqTech>
			<iCost>240</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>12</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>24</iAsset>
			<iPower>44</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SPHENER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_LIFE1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DIVINE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON_SLAYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ANGEL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAbandon>1</bAbandon>
			<iCombatDefense>12</iCombatDefense>
			<iModifyGlobalCounter>-3</iModifyGlobalCounter>
			<iTier>4</iTier>
			<Image>Art/Interface/Popups/Sphener.dds</Image>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_HOLY</DamageType>
					<iCombat>4</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_STEPHANOS</Class>
			<Type>UNIT_STEPHANOS</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_STEPHANOS</Description>
			<Civilopedia>TXT_KEY_UNIT_STEPHANOS_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>3</iMoves>
			<iCombat>19</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>40</iAsset>
			<iPower>60</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_STEPHANOS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_COMMAND1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_COMMAND2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_COMMAND3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FEAR</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MAGIC_IMMUNE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FLYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CROWN_OF_COMMAND</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAutoRaze>1</bAutoRaze>
			<iCombatDefense>19</iCombatDefense>
			<iTier>4</iTier>
			<Image>Art/Interface/Popups/Stephanos.dds</Image>
			<PythonPostCombatLost>postCombatStephanos(pCaster,pOpponent)</PythonPostCombatLost>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>5</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_STYGIAN_GUARD</Class>
			<Type>UNIT_STYGIAN_GUARD</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_STYGIAN_GUARD</Description>
			<Civilopedia>TXT_KEY_UNIT_STYGIAN_GUARD_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_STYGIAN_GUARD_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_EIDOLON</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_OCTOPUS_OVERLORDS</ReligionType>
			<StateReligion>RELIGION_OCTOPUS_OVERLORDS</StateReligion>
			<PrereqReligion>RELIGION_OCTOPUS_OVERLORDS</PrereqReligion>
			<PrereqBuilding>BUILDING_TEMPLE_OF_THE_OVERLORDS</PrereqBuilding>
			<PrereqTech>TECH_FANATICISM</PrereqTech>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>7</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_STYGIAN_GUARD</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MARCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_WATER_WALKING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>5</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SUCCUBUS</Class>
			<Type>UNIT_SUCCUBUS</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SUCCUBUS</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SUCCUBUS_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>5</iCultureGarrison>
			<iAsset>6</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SUCCUBUS</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MIND2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>4</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>2</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_SUPPLIES</Class>
			<Type>UNIT_SUPPLIES</Type>
			<Capture>UNITCLASS_SUPPLIES</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ENGINEER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_SUPPLIES</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SUPPLIES_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bOnlyDefensive>1</bOnlyDefensive>
			<bQuickCombat>1</bQuickCombat>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_SCIENTIST</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PROPHET</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_TRAINING_YARD</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_ARCHERY_RANGE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_HUNTING_LODGE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_FORGE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_TEMPLE_OF_KILMORPH</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_TEMPLE_OF_LEAVES</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_TEMPLE_OF_THE_EMPYREAN</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_TEMPLE_OF_THE_ORDER</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_TEMPLE_OF_THE_OVERLORDS</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_TEMPLE_OF_THE_VEIL</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_LIBRARY</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_AQUEDUCT</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_PALISADE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_STABLE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCultureGarrison>5</iCultureGarrison>
			<iAsset>6</iAsset>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SUPPLIES</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iTier>1</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_TAR_DEMON</Class>
			<Type>UNIT_TAR_DEMON</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TAR_DEMON</Description>
			<Civilopedia>TXT_KEY_UNIT_TAR_DEMON_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TAR_DEMON_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bFlatMovementCost>1</bFlatMovementCost>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_THE_ASHEN_VEIL</ReligionType>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>2</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>3</iAsset>
			<iPower>6</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TAR_DEMON</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>7</iCombatDefense>
			<iTier>3</iTier>
			<PythonPostCombatLost>postCombatSplit(pCaster,pOpponent)</PythonPostCombatLost>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>1</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_TEUTORIX</Class>
			<Type>UNIT_TEUTORIX</Type>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TEUTORIX</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<PrereqTech>TECH_BLASTING_POWDER</PrereqTech>
			<iCost>180</iCost>
			<iMoves>2</iMoves>
			<iCombat>12</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainAttack>25</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses>
				<TerrainDefense>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainDefense>25</iTerrainDefense>
				</TerrainDefense>
			</TerrainDefenses>
			<iCultureGarrison>7</iCultureGarrison>
			<iAsset>24</iAsset>
			<iPower>40</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TEUTORIX</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_NOMAD</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>12</iCombatDefense>
			<iDefensiveStrikeChance>30</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>25</iDefensiveStrikeDamage>
			<iTier>4</iTier>
			<DiploVoteType>DIPLOVOTE_OVERCOUNCIL</DiploVoteType>
		<PrereqCiv>CIVILIZATION_MALAKIM</PrereqCiv>
			<Image>Art/Interface/Popups/Teutorix.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_TIGER</Class>
			<Type>UNIT_TIGER</Type>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TIGER</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TIGER_STRATEGY</Strategy>
			<bAnimal>1</bAnimal>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_TIGER_CAGE</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>4</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-25</iCityAttack>
			<FeatureNatives>
				<FeatureNative>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<bFeatureNative>1</bFeatureNative>
				</FeatureNative>
			</FeatureNatives>
			<iPower>3</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TIGER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>4</iCombatDefense>
			<iTier>1</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_TREANT</Class>
			<Type>UNIT_TREANT</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TREANT</Description>
			<Civilopedia>TXT_KEY_UNIT_TREANT_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>10</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iConscription>3</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>20</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TREANT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_WOODSMAN1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_WOODSMAN2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ELEMENTAL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_VULNERABLE_TO_FIRE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>10</iCombatDefense>
			<iTier>4</iTier>
			<PythonPostCombatLost>postCombatTreant(pCaster,pOpponent)</PythonPostCombatLost>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_TRIREME</Class>
			<Type>UNIT_TRIREME</Type>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TRIREME</Description>
			<Civilopedia>TXT_KEY_UNIT_TRIREME_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TRIREME_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_PRIVATEER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_FRIGATE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_SAILING</PrereqTech>
			<TechTypes>
					<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			</TechTypes>
			<iCost>75</iCost>
			<iMinAreaSize>20</iMinAreaSize>
			<iMoves>3</iMoves>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<iCombat>7</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iBombardRate>5</iBombardRate>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iAsset>5</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>2.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TRIREME</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>7</iCombatDefense>
			<iTier>2</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_TUMTUM</Class>
			<Type>UNIT_TUMTUM</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_TUMTUM</Description>
			<Civilopedia>TXT_KEY_UNIT_TUMTUM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_TUMTUM_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<PrereqTech>TECH_TRADE</PrereqTech>
			<iCost>150</iCost>
			<iMoves>3</iMoves>
			<iCombat>12</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iCultureGarrison>5</iCultureGarrison>
			<iAsset>15</iAsset>
			<iPower>14</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_TUMTUM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ORC</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_VALOR</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
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		<PrereqCiv>CIVILIZATION_BARBARIAN</PrereqCiv>
			<Image>Art/Interface/Popups/TumTum.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_VALIN</Class>
			<Type>UNIT_VALIN</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_VALIN</Description>
			<Civilopedia>TXT_KEY_UNIT_VALIN_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<ReligionType>RELIGION_THE_ORDER</ReligionType>
			<StateReligion>RELIGION_THE_ORDER</StateReligion>
			<PrereqReligion>RELIGION_THE_ORDER</PrereqReligion>
			<PrereqTech>TECH_ORDERS_FROM_HEAVEN</PrereqTech>
			<iAIWeight>200</iAIWeight>
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				<UnitMeshGroup>
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					<EarlyArtDefineTag>ART_DEF_UNIT_VALIN</EarlyArtDefineTag>
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			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
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				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_DISEASE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON_SLAYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
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			<bAbandon>1</bAbandon>
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			<iModifyGlobalCounter>-2</iModifyGlobalCounter>
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			<Image>Art/Interface/Popups/Valin Phanuel.dds</Image>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_HOLY</DamageType>
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				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_VALKYRIE</Class>
			<Type>UNIT_VALKYRIE</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_VALKYRIE</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_VALKYRIE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
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				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
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				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_DIVINE_ESSENCE</PrereqTech>
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			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>12</iAsset>
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			<UnitMeshGroups>
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			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
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			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_VALKYRIE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_ANGEL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
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			<iWeaponTier>3</iWeaponTier>
			<PrereqCiv>CIVILIZATION_MERCURIANS</PrereqCiv>
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				<DamageTypeCombat>
					<DamageType>DAMAGE_HOLY</DamageType>
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		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WAR_ELEPHANT</Class>
			<Type>UNIT_WAR_ELEPHANT</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WAR_ELEPHANT</Description>
			<Civilopedia>TXT_KEY_UNIT_WAR_ELEPHANT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WAR_ELEPHANT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
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				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
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				</UnitAI>
			</UnitAIs>
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			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
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			</UnitCombatMods>
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					<EarlyArtDefineTag>ART_DEF_UNIT_WAR_ELEPHANT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
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		</UnitInfo>
		<UnitInfo>
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			<Type>UNIT_WAR_MACHINE</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WAR_MACHINE</Description>
			<Civilopedia>TXT_KEY_UNIT_WAR_MACHINE_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
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			<bMechanized>1</bMechanized>
			<PrereqBuilding>BUILDING_SIEGE_WORKSHOP</PrereqBuilding>
			<PrereqTech>TECH_MACHINERY</PrereqTech>
			<iAIWeight>200</iAIWeight>
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			<iXPValueDefense>16</iXPValueDefense>
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				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<iCultureGarrison>16</iCultureGarrison>
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			<iPower>40</iPower>
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			<fMaxSpeed>1.75</fMaxSpeed>
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				<UnitMeshGroup>
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					<EarlyArtDefineTag>ART_DEF_UNIT_WAR_MACHINE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
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		<PrereqCiv>CIVILIZATION_DOVIELLO</PrereqCiv>
			<Image>Art/Interface/Popups/The War Machine.dds</Image>
		</UnitInfo>
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			<Class>UNITCLASS_WARRIOR</Class>
			<Type>UNIT_BEASTMAN</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BEASTMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_WARRIOR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BEASTMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_AXEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>25</iCost>
			<iMoves>1</iMoves>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>20</iCityAttack>
			<iCityDefense>25</iCityDefense>
			<iConscription>1</iConscription>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>1</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BEASTMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>3</iCombatDefense>
			<iTier>1</iTier>
			<iWeaponTier>1</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WARRIOR</Class>
			<Type>UNIT_BLOODPET</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_BLOODPET</Description>
			<Civilopedia>TXT_KEY_UNIT_BLOODPET_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BLOODPET_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ARCHER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_AXEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>25</iCost>
			<iMoves>1</iMoves>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityDefense>25</iCityDefense>
			<iConscription>1</iConscription>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>1</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BLOODPET</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>3</iCombatDefense>
			<iTier>1</iTier>
			<iWeaponTier>1</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WARRIOR</Class>
			<Type>UNIT_WARRIOR</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WARRIOR</Description>
			<Civilopedia>TXT_KEY_UNIT_WARRIOR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WARRIOR_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ARCHER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_AXEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>25</iCost>
			<iMoves>1</iMoves>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityDefense>25</iCityDefense>
			<iConscription>1</iConscription>
			<iCultureGarrison>3</iCultureGarrison>
			<iAsset>1</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WARRIOR</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WARRIOR</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WARRIOR</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>3</iCombatDefense>
			<iTier>1</iTier>
			<iWeaponTier>1</iWeaponTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WATER_ELEMENTAL</Class>
			<Type>UNIT_WATER_ELEMENTAL</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WATER_ELEMENTAL</Description>
			<Civilopedia>TXT_KEY_UNIT_WATER_ELEMENTAL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WATER_ELEMENTAL_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>16</iAsset>
			<iPower>12</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WATER_ELEMENTAL</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_WATER_WALKING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ELEMENTAL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>8</iCombatDefense>
			<iTier>4</iTier>
			<PythonPostCombatLost>postCombatSplit(pCaster,pOpponent)</PythonPostCombatLost>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_WATER</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WEREWOLF</Class>
			<Type>UNIT_WEREWOLF</Type>
			<Combat>UNITCOMBAT_BEAST</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WEREWOLF</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WEREWOLF_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>8</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>12</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WEREWOLF</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_WEREWOLF</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>8</iCombatDefense>
			<iTier>3</iTier>
			<UnitConvertFromCombat>UNIT_GREATER_WEREWOLF</UnitConvertFromCombat>
			<iUnitConvertFromCombatChance>5</iUnitConvertFromCombatChance>
			<UnitCreateFromCombat>UNIT_RAVENOUS_WEREWOLF</UnitCreateFromCombat>
			<iUnitCreateFromCombatChance>30</iUnitCreateFromCombatChance>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WILBOMAN</Class>
			<Type>UNIT_WILBOMAN</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WILBOMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_WILBOMAN_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<iCost>360</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>1</iMoves>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<iCombat>7</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<iTerrainAttack>25</iTerrainAttack>
				</TerrainAttack>
				<TerrainAttack>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<iTerrainAttack>25</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses>
				<TerrainDefense>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<iTerrainDefense>25</iTerrainDefense>
				</TerrainDefense>
				<TerrainDefense>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<iTerrainDefense>25</iTerrainDefense>
				</TerrainDefense>
			</TerrainDefenses>
			<iAsset>10</iAsset>
			<iPower>18</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WILBOMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_SENTRY</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_VULNERABLE_TO_FIRE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_IMMUNE_COLD</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>7</iCombatDefense>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
		<PrereqCiv>CIVILIZATION_ILLIANS</PrereqCiv>
			<Image>Art/Interface/Popups/Wilboman.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WOLF</Class>
			<Type>UNIT_WOLF</Type>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WOLF</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WOLF_STRATEGY</Strategy>
			<bAnimal>1</bAnimal>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_WOLF_PEN</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>2</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-25</iCityAttack>
			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
			</TerrainNatives>
			<FeatureNatives>
				<FeatureNative>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<bFeatureNative>1</bFeatureNative>
				</FeatureNative>
			</FeatureNatives>
			<iPower>1</iPower>
			<UnitMeshGroups>
			<iGroupSize>3</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>3</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WOLF</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>2</iCombatDefense>
			<iTier>1</iTier>
			<UnitConvertFromCombat>UNIT_WOLF_PACK</UnitConvertFromCombat>
			<iUnitConvertFromCombatChance>10</iUnitConvertFromCombatChance>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WOLF_PACK</Class>
			<Type>UNIT_WOLF_PACK</Type>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WOLF_PACK</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WOLF_STRATEGY</Strategy>
			<bAnimal>1</bAnimal>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_WOLF_PEN</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>3</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCityAttack>-25</iCityAttack>
			<iPower>2</iPower>
			<UnitMeshGroups>
			<iGroupSize>5</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>5</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>5</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WOLF_PACK</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey></HotKey>
			<iCombatDefense>3</iCombatDefense>
			<iTier>2</iTier>
			<UnitCreateFromCombat>UNIT_WOLF</UnitCreateFromCombat>
			<iUnitCreateFromCombatChance>10</iUnitCreateFromCombatChance>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WORKBOAT</Class>
			<Type>UNIT_WORKBOAT</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_WORKER_SEA</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WORK_BOAT</Description>
			<Civilopedia>TXT_KEY_UNIT_WORK_BOAT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WORK_BOAT_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitarySupport>1</bMilitarySupport>
			<bPrereqBonuses>1</bPrereqBonuses>
			<bMechanized>1</bMechanized>
			<bRenderBelowWater>1</bRenderBelowWater>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER_SEA</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Builds>
				<Build>
					<BuildType>BUILD_FISHING_BOATS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WHALING_BOATS</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<PrereqTech>TECH_FISHING</PrereqTech>
			<iCost>30</iCost>
			<iMoves>2</iMoves>
			<iWorkRate>100</iWorkRate>
			<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>2.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WORKBOAT</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iTier>1</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WORKER</Class>
			<Type>UNIT_MUD_GOLEM</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_WORKER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MUD_GOLEM</Description>
			<Civilopedia>TXT_KEY_UNIT_MUD_GOLEM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MUD_GOLEM_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WORKSHOP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LUMBERMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WINDMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_PLANTATION</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_QUARRY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_PASTURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_CAMP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WINERY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_COTTAGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FORT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<iCost>100</iCost>
			<iMoves>2</iMoves>
			<iWorkRate>150</iWorkRate>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MUD_GOLEM</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_GOLEM</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bDisableUpgradeTo>1</bDisableUpgradeTo>
			<iCombatDefense>2</iCombatDefense>
			<iTier>1</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WORKER</Class>
			<Type>UNIT_WORKER</Type>
			<Capture>UNITCLASS_WORKER</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_WORKER</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WORKER</Description>
			<Civilopedia>TXT_KEY_UNIT_WORKER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WORKER_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<bFood>1</bFood>
			<bOnlyDefensive>1</bOnlyDefensive>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Builds>
				<Build>
					<BuildType>BUILD_ROAD</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WORKSHOP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LUMBERMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WINDMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_PLANTATION</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_QUARRY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_PASTURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_CAMP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WINERY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_COTTAGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FORT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_REMOVE_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
			<iCost>75</iCost>
			<iMoves>2</iMoves>
			<iWorkRate>100</iWorkRate>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitMeshGroups>
			<iGroupSize>2</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>2</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WORKER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<iTier>1</iTier>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WRAITH</Class>
			<Type>UNIT_WRAITH</Type>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WRAITH</Description>
			<Civilopedia>TXT_KEY_UNIT_WRAITH_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryProduction>1</bMilitaryProduction>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>6</iCombat>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>12</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WRAITH</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_UNDEAD</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_VILE_TOUCH</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FEAR</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>6</iCombatDefense>
			<iTier>4</iTier>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_DEATH</DamageType>
					<iCombat>3</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_DEATH</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_WRATH</Class>
			<Type>UNIT_WRATH</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_WRATH</Description>
			<Civilopedia>TXT_KEY_UNIT_WRATH_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>33</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>66</iAsset>
			<iPower>100</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WRATH</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_WATER_WALKING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iCombatDefense>33</iCombatDefense>
			<iModifyGlobalCounter>3</iModifyGlobalCounter>
			<iTier>4</iTier>
			<iWeaponTier>3</iWeaponTier>
			<Image>Art/Interface/Popups/Avatar of Wrath.dds</Image>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_YERSINIA</Class>
			<Type>UNIT_YERSINIA</Type>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_YERSINIA</Description>
			<Civilopedia>TXT_KEY_UNIT_YERSINIA_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>3</iMoves>
			<iCombat>15</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>30</iAsset>
			<iPower>80</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_YERSINIA</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_DEMON</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_PLAGUE_CARRIER</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FEAR</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MAGIC_IMMUNE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CANNIBALIZE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_FLYING</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ATHAME</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAutoRaze>1</bAutoRaze>
			<iCombatDefense>15</iCombatDefense>
			<iTier>4</iTier>
			<Image>Art/Interface/Popups/Yersinia.dds</Image>
			<PythonPostCombatLost>postCombatYersinia(pCaster,pOpponent)</PythonPostCombatLost>
			<DamageTypeCombats>
				<DamageTypeCombat>
					<DamageType>DAMAGE_POISON</DamageType>
					<iCombat>7</iCombat>
				</DamageTypeCombat>
				<DamageTypeCombat>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iCombat>5</iCombat>
				</DamageTypeCombat>
			</DamageTypeCombats>
		</UnitInfo>
		<UnitInfo>
			<Class>UNITCLASS_YVAIN</Class>
			<Type>UNIT_YVAIN</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_HERO</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_YVAIN</Description>
			<Civilopedia>TXT_KEY_UNIT_YVAIN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_YVAIN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bCanMoveImpassable>1</bCanMoveImpassable>
			<ReligionType>RELIGION_FELLOWSHIP_OF_LEAVES</ReligionType>
			<StateReligion>RELIGION_FELLOWSHIP_OF_LEAVES</StateReligion>
			<PrereqReligion>RELIGION_FELLOWSHIP_OF_LEAVES</PrereqReligion>
			<PrereqTech>TECH_COMMUNE_WITH_NATURE</PrereqTech>
			<iAIWeight>200</iAIWeight>
			<iCost>240</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iCombat>9</iCombat>
			<iXPValueAttack>32</iXPValueAttack>
			<iXPValueDefense>16</iXPValueDefense>
			<iAnimalCombat>50</iAnimalCombat>
			<FeatureAttacks>
				<FeatureAttack>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureAttack>50</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
					<iFeatureAttack>100</iFeatureAttack>
				</FeatureAttack>
			</FeatureAttacks>
			<FeatureDefenses>
				<FeatureDefense>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureDefense>50</iFeatureDefense>
				</FeatureDefense>
				<FeatureDefense>
					<FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
					<iFeatureDefense>100</iFeatureDefense>
				</FeatureDefense>
			</FeatureDefenses>
			<iCultureGarrison>16</iCultureGarrison>
			<iAsset>18</iAsset>
			<iPower>40</iPower>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.75</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_YVAIN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_LIFE1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_NATURE1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_DIVINE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_CHANNELING3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_ELEMENTAL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bAbandon>1</bAbandon>
			<bFreeXP>1</bFreeXP>
			<iCombatDefense>9</iCombatDefense>
			<iTier>4</iTier>
			<Image>Art/Interface/Popups/Yvain.dds</Image>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_NATURE</BonusType>
					<iAffinity>2</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</UnitInfo>
	<UnitInfo>
			<Class>UNITCLASS_GREAT_GENERAL</Class>
			<Type>UNIT_GREAT_GENERAL</Type>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_GENERAL</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_GREAT_GENERAL</Description>
			<Civilopedia>TXT_KEY_UNIT_COMMANDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bOnlyDefensive>1</bOnlyDefensive>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_GENERAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>2</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_MILITARY</FlavorType>
					<iFlavor>3</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_PRODUCTION</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iCost>-1</iCost>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iMoves>2</iMoves>
			<iXPValueAttack>8</iXPValueAttack>
			<iXPValueDefense>4</iXPValueDefense>
			<UnitMeshGroups>
			<iGroupSize>1</iGroupSize>
			<fMaxSpeed>1.25</fMaxSpeed>
			<fPadTime>1</fPadTime>
			<iMeleeWaveSize>1</iMeleeWaveSize>
			<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GREAT_COMMANDER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey></HotKey>
			<LeaderPromotion>PROMOTION_GREAT_GENERAL</LeaderPromotion>
			<bCanMoveLimitedBorders>1</bCanMoveLimitedBorders>
		</UnitInfo>
	</UnitInfos>
</Civ4UnitInfos>
